
I was in charge of creating the iconic area of Muscle Beach in VR for our Creed Rise to Glory: Championship Edition Game. Before starting the process, I went in person and took reference shots of Muscle Beach to make sure we could mimic as close as possible to the location. I worked closely with our Art Director, Tate Mosesian, to determine how we could achieve the look without infringing on copyright laws as well as being able to stay within the spec limits that VR afforded us. I modeled everything in this level other than the people. I did have one artist work under me, Andrew Marquis, who helped texture the buildings in the back. I worked closely with our lighting artist, Gabriel White, to get different times of day for the different times the player would fight in this arena.



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In these shots below, it showcases our lowest-end spec we had to support in VR for the Oculus Quest 1. As you will notice, in order to stay performant, I had to take out higher fidelity features like grunge and dirt build up as well as details in the materials, making things look a lot flatter. Also, had to turn the trees into impostor sprites to meet performance requirements, which also took out the majority of the movement from the trees. I also had to merge meshes to reduce the number of draw calls as well, for performance. Not the most ideal, of course, when this has to be done, but it still came out pretty well, and it stayed performant for the Oculus Quest 1 players.


