
I was in charge of handling the creation of all the environments in Puzzle Bobble 3D Vacation Odyssey for VR. I worked very closely with our Art Director, Tate Mosesian, and Concept Artist, Brian Higgins, in figuring out the environments we were going to create. I was in charge of the set dressing, level layout, modeling, LODs, creature creations (not the main characters), performance, and a majority of the texturing. Two other environment artists joined me mid-way that I managed on the project, Sarah Merendino and Rodrigo Brea. Sarah specialized in material creation, thus I passed a bunch of models to her to texture, and Rodrigo helped me create the assets I needed for our desert environment. I also worked with the designers to implement color blindness accessibility in the game with the orbs. It was a fun challenge figuring out the colors that worked together without getting lost in the backgrounds. I even got interviewed by ScreenRant and the Profound Otaku for my work on color blindness accessibility in the game.
Images sometimes take a few seconds to load when you click on them, as they are at a higher resolution.
In the creation of the Island, I had to figure out multiple spots for the player to stand and play the game, so the Island had to have multiple spots where the player was rooted and looked scenic. We also had multiple times of day too which changed how we wanted the materials to interact. For this map, I did all of the set dressing, modeled everything, created the waterfalls, and some of the texturing. I had Sarah create designer materials for me and texture the cliffs, wooden house, dock, and half of the foliage for me.

















In the creation of the Desert, just like the Island, I had to figure out multiple spots for the player to stand and play the game. For this map, I did all of the set dressing, creation of the torches, foliage, sand dunes, and the cliffs. Rodrigo created the ruin meshes for me.


















In the creation of the Lake, just like the previous environments, I had to figure out multiple spots for the player to stand and play the game. For this map, I did all of the set dressing, modeled everything, and textured the rocks, lily pads, the various flowers, and reeds. I had Sarah create designer materials for me and texture everything else.




In the creation of the Volcano, just like the previous environments, I had to figure out multiple spots for the player to stand and play the game. For this map, I did all of the set dressing, modeled everything, and textured the dead trees. I had Sarah create designer materials for me and texture everything else. The lava was created by our tech artist, Hjortur Bjarnason and the interactive props were created by Siobhan De Swardt.

