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The Iota Project - A VR game for steam

|Original cover|

|Original cover|

|Some of the in game city renders of our alpha production.|

|Some of the in game city renders of our alpha production.|

|In game enemy render|

|In game enemy render|

|Entrance|

|Entrance|

|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|

|Paint over concepts on our prototype|

|Paint over concepts on our prototype|

|Beach area paint over|

|Beach area paint over|

|Paint over concepts on our prototype|

|Paint over concepts on our prototype|

|Worked along side the team to design the enemy. But did not produce the 3D asset|

|In game action|

|In game action|

|Drone concepts I created|

|Drone concepts I created|

|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|

For this VR prototype I was responsible for modeling and concepting the alpha stages of The Iota project.
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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.
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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.