The Iota Project - A VR game for steam

Original rough concepts

Original rough concepts

World building concepts

World building concepts

Some of the city renders of our alpha production. I produced the advertisements for the billboards and graffiti within the city along with many additional add-ons to the buildings.

Some of the city renders of our alpha production. I produced the advertisements for the billboards and graffiti within the city along with many additional add-ons to the buildings.

City render - This was our giant mecha enemy!

City render - This was our giant mecha enemy!

A render of walking outside of the city gates

A render of walking outside of the city gates

I created and helped produce many of the environmental assets such as the rocks and trees

I created and helped produce many of the environmental assets such as the rocks and trees

I helped produce additional props for the buildings and roads

I helped produce additional props for the buildings and roads

Sketchfab upload

Concepts

Concepts

3D asset production

3D asset production

Concepts I produced when we began the initial alpha phase of the project

Concepts I produced when we began the initial alpha phase of the project

Concepts I produced for our enemies and weapons along with various vehicles

Concepts I produced for our enemies and weapons along with various vehicles

The Iota Project - A VR game for steam

I was responsible for modeling and concepting the alpha stages of The Iota project.

I helped mostly with the smaller game prop assets such as weapons or pick up items, and also assisted with producing environment models that were within the city and outside of it. I assisted in creating concept work at the beginning stages of the game by helping with the game's overall style and mood board. Our production team had jumped over to Unreal from originally being on the Unity engine and this gave us time to test out textures and stylistic choices in engine.

All models and props were produced in Maya, along with some small texture edits in zbrush, and then ported over to Substance for final polish.