I Expect You To Die 3 - Mine Level - 2022 - Oculus Quest 2
Crystal Stabilization Machine. Modeled in Maya. No high-poly. Textured in Substance Painter. Rendered in Substance Stager

Crystal Stabilization Machine. Modeled in Maya. No high-poly. Textured in Substance Painter. Rendered in Substance Stager

Crystal Stabilization Machine in the Scene

Crystal Stabilization Machine in the Scene

A couple of the trimsheets for this scene. Created in Substance Painter

A couple of the trimsheets for this scene. Created in Substance Painter

Tilable Rock Wall meshes that duplicated and welded together to make bigger pieces. I  then deformed them with soft selection to for the walls and various rock structures.

Tilable Rock Wall meshes that duplicated and welded together to make bigger pieces. I then deformed them with soft selection to for the walls and various rock structures.

Stalagmites and Stalactites. High-poly in Zbrush. Low-poly in Maya. Textured in Substance Painter. Rendered in Substance Stager

Stalagmites and Stalactites. High-poly in Zbrush. Low-poly in Maya. Textured in Substance Painter. Rendered in Substance Stager

Self-propelled Minecart. Modeled in Maya. No high-poly. Textured in Substance Painter. Rendered in Substance Stager

Self-propelled Minecart. Modeled in Maya. No high-poly. Textured in Substance Painter. Rendered in Substance Stager

Gameplay footage courtesy of 99TH VR

I Expect You To Die 3 - Mine Level - 2022 - Oculus Quest 2

The second mission in Schell Games' VR escape-room title I Expect You To Die 3: Cog in the Machine.
Platform: Oculus Quest 2 and Quest 3

-------------What I Did---------------
1. Environment Shell: Modeled and textured the main cave structure and environment, setting up the space for all the puzzle interactions.
2. Lighting: Set up the lighting for the level with a focus on keeping puzzle elements clear and easy to see.
3. Asset Creation: Built and textured key environmental props and modular pieces to flesh out the cave and industrial structure.
4. Optimization: Used our mesh combining and texture atlasing tool to optimize the level geometry and maintain a solid framerate for a comfortable VR experience on Oculus Quest 2 & 3.

---------Key Assets I Worked On---------
- Cave Elements: Rock walls, rock clusters, gravel, stalagmites, and stalactites
- Player platform, I-beam framework, and the crystal stabilization machine
- Minecart and track system
- Glowing crystal veins and central floor drilling area

---------Collaborator Credit---------
I worked closely with fellow 3D artist Ian Kelly on this level. Ian created the main control console, the overhead drill crane, and most of the interactive props.

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