
Game Environments
PC | Console
Real-time environment concept for Unreal 5.
The fire was created in Ember Gen for VFX.
​
​

-
Maya / Zbrush
-
Unreal 5
-
Headus UV
-
Photoshop
-
Substance painter
-
Ember Gen
-
Quixel
Alley in the city
Alley in the City
Highly optimized environment concept. Personal Project
The above video is a real-time mobile or VR Game environment in UE4 and playable level.
-
3ds Max | Maya | Zbrush
-
Unreal 4
-
Headus UV
-
Photoshop
-
Substance painter, designer.
-
Quixel + Mixer
-
Custom tools

Blockout with Maya to create an optimized scene for layout, look, and feel.

Several of my sketches to create the graffiti wall texture on the right.

Custom logos with Photoshop, Illustrator, and 3d assets with Substance tools, Quixel mixer, and Bridge.

Setting up textures using Quixel Mixer to complement the environment grout.

Result
Highly optimized mobile game or VR environment, but rendered in post with camera for now.
​
Making great pre-rendered environments is radically different than a real-time interactive game experience. This is a different process that requires a lot of technical know-how and process of tricks to get the necessary frame rates. Making someone sick inside an HMD is easy, making something run at a very high frame rate is key to the user experience. A few elements are not baked out to get to post on glow.
​
Room Design
Environment concept for visualization. Architecture concepts for room designs made with Unreal 4.
Maya
Unreal 4
Substance painter
(Concept art in frames)




Result
Highly optimized real-time environment using Unreal 4 for room visualization.
Textures and colors can be changed on the fly. ​
​
6 Shooter Showdow Poker
SpiderMonk

-
3ds Max
-
Mobile
-
Custom Game Engine
Architecture visualization
Accenture



The three above images are generated for Nvidia Omnivers and USD above. most of the furniture is created in Maya and Substance Painter. The buildings outside were created with 3ds Max and textured in Substance Painter. The buildings are set up to tile using instance geometry.
​
Most of the books are imported models
from Nivida Omnivers library.
The statue is a custom-generated point cloud capture. It shows a lot of detail with LODs.
Training enviroment
Accenture







The above images are HDRI light studies.
​
On the left is a VR environment with a
city and background plates using skybox photos that blend with clouds. Similar to film techniques but on cut-out geometry as film plates. The city is a cutout vector image with alpha blending to the background sky. The HDRI light bakes in Unity. The plant asset is not mine. Everything else in this shot is my assets.
3d Buildings are tiled substance files.
​
These are very low poly highly optimized
VR Environments for mobile GPUs.
​
-
Baked lighting
-
Maya
-
Substance Painter
-
Unity URP

Stylized Desert Scene VR mobile Quest
Accenture
Stylized VR scene for internal training application on Oculus Quest mobile headset. My environments range from realistic to stylized.
without context, it's hard to understand optimized content for stand-alone VR unless you have created it.


Mobile Gear VR scene
Samsung
3d Studio Max
Photoshop
​
Stand-alone mobile VR.
(Way lower then Quest or Pico_
​
Made for Mobile phone VR
Samsung Galaxy phones
​
-
Draw calls
-
Scene order
-
Atlas UV
-
Stylized baked lighting Vray
-
No transparent shaders
-
Low Poly
-
Low Pixel Density
-
VRay Light Baking
-
Occlusion Culling
-
Simple Shaders
​
​




WinterFury | Steam Vive PC VR
Spidermonk
WinterFury VR Enviroment
-
Unity
-
Maya
-
Substance
-
World Machine.

Game design, all-level layouts, and many assets. All game terrains created in World Machine.

WinterFury | Pico Mobile VR
Spidermonk
The first video above shows the PC visuals versus this video featuring stand-alone mobile VR, PICO, and Quest. This level is for stand-alone mobile VR- Snapdragon GPU. This is even more optimized than the above images for Vive, and highly optimized for mobile VR. I used Render Doc for profiling along with scene order, texel density, poly count, trim sheets, and occlusion culling. I also have higher-end visual versions for PC for Steam VR. All of these levels were white/Grey boxed for gameplay, then updated for visuals with two sets of assets for higher poly assets for PC VR, and lower poly assets represented for Mobile VR. Doing mobile VR is much work for this type of optimization.
​
I've been using Unity for several years across many projects, implementing characters, rigs, animation, FX, shaders, UI/UX, and integration
while managing and producing many game titles. I'm usually juggling several roles and enjoy every challenge.
