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Game Development
WinterFury.jpg
Winterfury VR WWII 

Platforms

PicoNeo 3 & 4

PSVR (pending)

Vive

Oculus Rift

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  • 3ds Max
  • Maya
  • Zbrush
  • Photoshop
  • Substance Suite
  • World Machine
  • Unity
  • XNormal
  • Quixel tools
  • Custom tools

Entire Game Design | Sr. Producer | Core Art | UI/UX 

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Immerse yourself in the boots of a Sherman tank in World War II.

Formidable foes with cover across the countryside and through war-torn cityscapes. Witness the wake of the devastation left by the M-4’s arsenal with satisfyingly destructible environments. Encounter colossal bosses including Tiger Tanks, attack planes and even coastal destroyer ships and triumph over each mounting threat the German forces deploy.

Saddle up in a World War II-era experimental M-4 Sherman tank and take the fight to the Axis. The brand-new first-person Tank Commander mode allows players to experience tank combat from the inside of the M-4 cockpit. Fend off both enemy armor and infantry while peeking out of the hatch to monitor threats coming from all sides. Clash with the Third Reich with devastating cannon shells and .50 caliber machinegun fire.

Our initial emphasis was on achieving a 90 FPS (frames per second) rate for VR. High framerates significantly enhance the quality of VR experiences, especially for gameplay. We're continuously enhancing visuals for upcoming builds, and several of the screenshots below exhibit these visual updates. The outcome: an immersive experience driving a tank into a WWII battle! All the work presented below is individual unless otherwise specified.

WinterFuryGameUIDesignUV.jpg

The above are examples of the UI/UX process for the player's results. First drawing the layouts on paper and thinking about what game features are needed representing time, accuracy, score, and a 4-star general ranking system. The image on the right is a UV layout.

Additionally, the current UI/UX for many parts of the game are being updated.

Using a 3d UI in VR helps with depth and spatial awareness. This was animated in 3ds Max using bones and exported into Unity. Using both Unity or an outside animation package to establish timing. This could have easily been created in Unity but used 3ds Max. 

The above screen process equals the results screen inside VR with Sound. This could still use some particle effects!

Updates for shaders and textures. Some of the new visual updates here above still being implemented.

Castle.jpg

Screenshot of one game level. 

LevelLayout.jpg

I created all white box level design environment layouts including game progression mechanics and many of the 3d models and props while managing team production and schedules. 

PBR Sherman Tank

WinterFuryVillage.JPG

Ready for battle. Some recently updated visuals in level 3 Steam VR. Highly Optimized VR Enviroments.

WinterFuryVillageLightMap.JPG

Ready for battle. Level 1. Highly Optimized VR Environments with Unity URP. Modified for Steam VR

WinterFuryUnity.png

All game design, level layouts, and assets.  Terrain created in World Machine. All production and team management.

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