Scarygirl VR

This is a small selection of the work I've done for Scarygirl VR during the 1 year and 3 months I've worked for Dark Slope Studios. From being the first hire of the company until the very end of the project with the titled being shipped worldwide.

Some of my contribution to this project and the company are (but not limited to):
- I was responsible to create an entire pipeline for art integration from third-party studios and Movies/TV assets in Unreal Engine for VR.
- Wrote a 35+ page document on best practices on making Game Art for VR. A document that goes in depth from modeling to texturing and has an extensive selection of complementary read.
- Trained JR. Artists fresh out of school on how to use this pipeline and MODO to create game assets, faster and smarter.
- Tracked and assigned tasks for the art team and made sure to automate what I could, so the load of work would be easier on me and easier for them to understand and have their assets reviewed and approved.
- Was responsible for the major Hero Assets of the game.
- Setup the entire Unreal Engine Art Project structure of our project and managed the import process and implementation of almost 70% of the game.
- Was responsible for creating and implementing very complex shader solutions in the engine.
- Was responsible for creating and implementing very complex particle effects solutions in the engine and used Houdini as the main software for that.
- 3D environmental modeling, texturing, and lighting
- Artwork optimization

The software I used for this project are the following:
Modo, Substance Painter, Substance Designer, Unreal Engine 4, Maya, 3DsMax, Adobe After Effects, Adobe Photoshop, Quixel Suite, Matchmove, Blender, Fusion, Houdini

 / Beach Environment

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Scarygirl Tree-house / I was responsible for retopology and texture it. I used Substance Package for texturing and Modo for modeling and retopology.

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Beach Peninsula / I was also responsible for the beach sand textures, world building and vertex painting inside Unreal.  Retopology and texturing of all the trees and rocks. 

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Scarygirl Tree-house / I was responsible for retopology and texture it. I used Substance Package for texturing and Modo for modeling and retopology.

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Scarygirl Tree-house Interior / I was responsible for retopology texture it.  I used Substance Package for texturing and Modo for modeling and retopology.

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Scarygirl Tree-house Interior / I was responsible for retopology texture it.  I used Substance Package for texturing and Modo for modeling and retopology.

/ Forest Environment

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Tree of Knowledge / I was responsible for retopology and texture. I used Substance Package for texturing and Modo for modeling and retopology.

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Trees / I was responsible for retopology texture. I used Substance Package for texturing and Modo for modeling and retopology.

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I was responsible for creating all the games Master Materials and Emissive Maps setup.

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Rock Platform / I used Modo for Modeling and Substance Painter for texturing.

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Environment Set Dressing / I was responsible for placing the assets and do the set dressing inside Unreal.

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Grass Shader / I was responsible for creating an interactive grass and bush system for the environment. I used Unreal, Substance Designer and Modo.

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Tree of Knowledge, a massive Hero Asset that is the key point of interaction in this level. I was responsible for retopology, vertex painting and texturing.

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Cave Modular set of doors I've created for the forest level and the beach level. I was responsible for all aspects.

/ City Environment

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Modular Windows set for the City level. All the interior is done through shader using a complex solution that when applied on a plane, fakes a 3D interior environment.

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Dr. Maybee Robot Head / I was responsible for the retopology and game ready authoring of the model. The texture was done by another artist using some of the shaders and presets I've created for Designer and Painter.

/ Player Gun

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Striker Arkie / The gun is designed to fit the real-life gun/controller prop called "Striker VR". I was responsible for all aspects, from modeling to Texturing.

/ Player and Backpack

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Player Body and Backpack / I was responsible for retopology and texturing of the player body and backpacks. Inside Unreal Engine I created a shader that can change the colors of the textures so different players have different colors.

/ Monsters

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Creatures / I was responsible for retopologizing all the game's creatures. The textures were created by other artists.

/ Arkie

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Arkie / I was responsible for retopology and texturing of Arkie the main character of the game. The gun she's holding was modeled and textured by another artist.