I Expect You To Die 3 - Mine Level - 2022
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

Trimsheets created in Substance Painter

Trimsheets 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

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

-------------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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