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Spaceholder is a VR rouge-lite that takes inspiration from classics like DOOM and Borderlands. Endless levels, how far can you get? Expected 2023
Trailer

On this project I was the Producer the Art Director and Lead Artist and oversaw Gameplay Design

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My duties included:

  • Managing a 10 person team of multifaceted individuals providing mentorship and direction

  • Creating weekly writeups and managing the repository and Miro board 

  • Handling asset creation and implementation for all hero assets and managing outsourced assets

  • Creation, texturing and rigging on main enemy with animation set up in Unity

  • Shadergraph work in Unity for railgun SFX

  • Creating the prefab layout for the random dungeon levels 

  • Lighting and testing

  • VR debugging

  • Worked closely with the programmers and level designers

  • Much more!

Railgun Implementation

I worked with the programmers on a shadergraph for the railgun pistol along with the firing script that would allow the raycast to detect enemies. 

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Initially the player started with a rifle that was later put into the random weapon machine. The pistol dealing less damage is intended to make the game more difficult at the start.

Android Model and animation test

Making the enemy for the game was a blast and I do not normally feel comfortable making characters.

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I based the idea off of the androids from Alien Isolation as I always hated the creepy vibe I got from them and wanted something similar for this game. 

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First time ever rigging a model, I used Advanced Skeleton in Maya. I plan to return and get better at it as tech art is something I have an interest in.

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Used Mixamo for animations although I thought about mocapping it myself. 

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Originally there was going to be a version that crawled and had his guts hanging out but we ran out of development time. 

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