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WinterFury: The Longest Road
Oculus Quest 3, Pico Neo 3 & 4, Vive, Rift
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Entire Game Design | Creative Direction | Product | Co-dev Technical Art | Co-dev animation| level design and block outs | UI/UX

UI | UX
The above are examples of the UI/UX process for the player's results. First drawing the layouts on paper, Figma, 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.

Unity XR Spatial Design
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World Creation |
Examples of level layouts, and white boxing. I used World Machine and Gaea.
Technical pipelines: Profiling, render doc, rigging, animation, shader work, occlusion culling, instances, and LODs.

Wire frame level and prop layouts for white boxing and level game editing.

The 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 Our initial priority was achieving a consistent 90 FPS (frames per second) performance target for VR. Maintaining high frame rates is critical to delivering smooth, responsive, and comfortable gameplay experiences. With performance stabilized, we are now advancing visual fidelity in upcoming builds. Several of the screenshots below highlight these enhancements.
The result: a deeply immersive VR experience that places players directly in the driver’s seat of a tank charging into a WWII battlefield.
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Multiple screen mock ups of game play and level progression.
https://store.steampowered.com/app/1033210/Winter_Fury_The_Longest_Road/
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