ZTX METAVERSE
Tropical starter scene and Arcadia demo
Tropical starter scene and Arcadia demo
Tropical landscape (first four slides)
Arcadia contributions in remaining slides noted under Metaverse demo video.
Created environmental 3D concepts and level design, open land areas, driveway, fencing, water,
skybox, lighting, fog, scene color adjustments, terrain, grass, foliage, props, materials,
textures, scene assembly/optimization, asset refinement and marketing screens.
Also created starter home shown in scene.
Unity packages include Tropical forest pack and Gaea.
ARCADIA METAVERSE DEMO - Web3 PC
ARCADIA FLY-THROUGH
Arcadia Web3 metaverse game demo created by small team in under 6 weeks.
Key contributor to environmental level design, 3D concepts, open park areas, scene assembly, terrain, foliage, props, materials, textures, scene optimization, asset refinement and marketing screens.
In Arcadia, I developed the open park scene featuring a koi pond and animated waterfall (first park in the fly-through) within eight days. The remaining time was dedicated to further terrain adjustments throughout the scene, managing/assembling art assets in Unity, handling continued design changes to the environment and implementing all changes. This included enhancing the appearance of foliage, terrain, and grass in the scene, arranging props and necessary modifications for any incoming assets from external sources. Also handled collision, LODs, draw call reduction, asset optimization and any graphical issues that needed resolution across platforms. Responsible for pushing all assets to GitHub with one other artist (no version control).
Mike Khoury- Art direction and white box
concept design for Arcadia
Eric Bacquet - Architecture
Liam Mariz Pineda- Crossover bridge
Geoffrey Santos- Platforms, lights
Unknown contractor- Distant terrain
Not responsible for character related work at ZTX.
Created in Maya, Substance Painter, Photoshop, Unity
Assorted Unity packages used for terrain and foliage
Video fly-through courtesy ZTX
Key contributor to environmental level design, 3D concepts, open park areas, scene assembly, terrain, foliage, props, materials, textures, scene optimization, asset refinement and marketing screens.
In Arcadia, I developed the open park scene featuring a koi pond and animated waterfall (first park in the fly-through) within eight days. The remaining time was dedicated to further terrain adjustments throughout the scene, managing/assembling art assets in Unity, handling continued design changes to the environment and implementing all changes. This included enhancing the appearance of foliage, terrain, and grass in the scene, arranging props and necessary modifications for any incoming assets from external sources. Also handled collision, LODs, draw call reduction, asset optimization and any graphical issues that needed resolution across platforms. Responsible for pushing all assets to GitHub with one other artist (no version control).
Mike Khoury- Art direction and white box
concept design for Arcadia
Eric Bacquet - Architecture
Liam Mariz Pineda- Crossover bridge
Geoffrey Santos- Platforms, lights
Unknown contractor- Distant terrain
Not responsible for character related work at ZTX.
Created in Maya, Substance Painter, Photoshop, Unity
Assorted Unity packages used for terrain and foliage
Video fly-through courtesy ZTX
FANTASY GAME LOBBY
3D concept design for futuristic gaming room and player meeting space
Created in Maya, Unity, Photoshop
Created in Maya, Unity, Photoshop