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Scrap Age

Work done for the Meta Quest VR game Scrap Age. I was given a lot of creative freedom on this project. I was trusted with making design improvements on placeholder or less refined art assets and coming up with my own designs from descriptions and ideas from leads. With the target platform being untethered mobile VR, assets were fairly heavily optimized. Most props/cosmetics having a poly budget of approx 3,000 tris and 1024 textures

Made design adjustments to the hero/base player character from our original placeholder key art to better fit the evolving aesthetic of this faction and technical/animation requirements.

Made design adjustments to the hero/base player character from our original placeholder key art to better fit the evolving aesthetic of this faction and technical/animation requirements.

aprox 10,000 tris 5,000 upper body 5,000 lower body

Refined in Zbrush using hard surface sculpting techniques

Refined in Zbrush using hard surface sculpting techniques

aprox 10,000 tris  5,000 upper body  5,000 lower body

aprox 10,000 tris 5,000 upper body 5,000 lower body

Working from the model used in the vertical slice, came up with a refreshed design to better fit the evolving art style. Needed to accommodate existing skeleton and firing, charge up, and reload animations.

Working from the model used in the vertical slice, came up with a refreshed design to better fit the evolving art style. Needed to accommodate existing skeleton and firing, charge up, and reload animations.

Unlockable skin for handgun

Unlockable skin for handgun

Design work/final asset for our break action 3 shot pistol grenade laucher

Design work/final asset for our break action 3 shot pistol grenade laucher

Design work/final asset for a UI device used by players to create games in the lobby. Idea was a collapsable bracelet with an extended energy sword you could poke players you wanted to party up with.

Design work/final asset for a UI device used by players to create games in the lobby. Idea was a collapsable bracelet with an extended energy sword you could poke players you wanted to party up with.

Design work/final asset for default bow. More negative space was desired to give players a less obstructed view in VR.  Some parts were kitbashed from enemy character assets.

Design work/final asset for default bow. More negative space was desired to give players a less obstructed view in VR. Some parts were kitbashed from enemy character assets.

Design work/final asset of Beekeeper cosmetics. Inverted geometry used to fake transparency.

Design work/final asset of Beekeeper cosmetics. Inverted geometry used to fake transparency.

Design work/final asset of Honey Wand sword skin. Inverted geometry used to fake transparency.

Design work/final asset of Honey Wand sword skin. Inverted geometry used to fake transparency.

Design work/final asset for Cowboy cosmetics. Stacked UVs used to reduce texture space with the bullets.

Design work/final asset for Cowboy cosmetics. Stacked UVs used to reduce texture space with the bullets.

Desing work/final model for Egyptian cosmetics. Going for a more mystical, stargate type aesthetic

Desing work/final model for Egyptian cosmetics. Going for a more mystical, stargate type aesthetic

Design work/final model for Egyptian khopesh sword. Used techniques I had learned from mini painting to texture the gems.

Design work/final model for Egyptian khopesh sword. Used techniques I had learned from mini painting to texture the gems.

Design work/final asset for Pirate Cosmetics. We loved how the eye patch was too small for his large eyes.

Design work/final asset for Pirate Cosmetics. We loved how the eye patch was too small for his large eyes.

Design work/final asset for Squid sword skin to accompany the pirate cosmetics. "Hilt" needed to conform to the default sword grip pose of the hands.

Design work/final asset for Squid sword skin to accompany the pirate cosmetics. "Hilt" needed to conform to the default sword grip pose of the hands.

Design work/final asset of Punk cosmetics. Industrial saw mohawk, rebar aviators, key earring, and spark plug spikes.

Design work/final asset of Punk cosmetics. Industrial saw mohawk, rebar aviators, key earring, and spark plug spikes.

Design work/final model of Tiki cosmetics. Relied heavily on hand painted texture work.

Design work/final model of Tiki cosmetics. Relied heavily on hand painted texture work.

Desing work/final model of Shark Tooth sword to accompany the Tiki cosmetics

Desing work/final model of Shark Tooth sword to accompany the Tiki cosmetics

Design work/final asset of Viking cosmetics. Belt runes and skirt scales used stacked UVs to optimize texture space.

Design work/final asset of Viking cosmetics. Belt runes and skirt scales used stacked UVs to optimize texture space.

Design work/final asset for Viking sword skin. Shattered blade held together with magical runes

Design work/final asset for Viking sword skin. Shattered blade held together with magical runes