Sketchfab randomness

Sketchfab randomness

Animation | Character | Diorama | Enviroment | Hard-surface | Sculpting
Sketchfab randomness

smaller&older realtime projects

16 VR GAMES Bundle

16 VR GAMES Bundle

Animation | Enviroment | Hard-surface
16 VR GAMES Bundle

variety of experiences

In second half of 2017 in Lune company, I’ve been working on a project consisting of 16 VR mini games (both Oculus Rift and HTC Vive). At the end of December we delivered last game from set. My task was mostly to create assets, level design and preparing scenes in Unity (in different proportions in every game). Bundle contains roller coasters, fear room, simulators, and simple arcade games. Our goal was to create set of event games, where game play would fit in 2-3 minutes. Some games from bundle use assets from Unity AssetStore.

During creation process I had possibility to participate 16 times in pipeline production from start to finish. Just by looking at first and last game I worked on, it is noticeable I’ve progressed a lot.

Those games were designed especially for events visited by wide variety of people, so we needed to simplify game play so it would be understandable even for people without any experience with VR. Every game is designed for about 3-4 minutes of game play, to limit queues to the headsets. We prepared placeholders for logotypes and text inside games environments, so whole bundle can be used as some sort of customizable and interactive way of marketing.

I didn’t have a chance to work in every game at the same tasks. Some of them I’ve only counseled. Below is a list of those I’ve had bigger impact on, along with tasks I’ve been responsible for:

Rollercoaster in ruins

Quick roller coaster at sunrise in abandoned Aztec’s city in the middle of a tropical jungle. In this game I was responsible for level design and optimization.

Bungee in canyon

Bungee jumping experience. This time player jumps from Great Canyon. In this game I did 3d models and level design.

Bungee in ruins

Bungee jumping experience. Player jumps into a mysterious temple, quickly passing its floors.

Pirates baloon

Flying inside a balloon around a pirate island and cannon shooting to targets.In this game I was responsible for creating a balloon with its interior assets.

Bathyscaphe

Player dives into depths of stylized low poly world to explore fauna and flora, and also to find sunken treasures. In this game I’ve made interior for bathyscaphe, level design, and also optimization of scene.

Museum

Simple experience of touring a museum. Best for people who don’t react too good for dynamic virtual reality. In this game I did some 3d models and optimized castles.

Office racing

Remote controlled car racing. Player has to drive through track with the best time. In this game I was responsible for 3d models and level design. Some models were downloaded from internet and then optimized for our needs.

Air Defence

In this game you steer a desert speeder and fight against sinister AI machines. You try to protect cargo transporter, and escort it to protective force field. In this game I’ve done 3d models, level design and optimization.

Tronlike

Player drives around closed area, trying to avoid obstacles.You can score points by drive in green hexagonal field. Goal is to get the most points. In this game I was responsible for 3d models. I’ve also helped to designate gameplay.

Paraglider

Player is attached to a paraglider and shoots laser in buildings of an alien civilization to protect cargo transporter from destroying. In this game I was responsible for level design and 3d models.

Lavaland

Traditional roller coaster in low poly style. In this game I had a chance to work on level design and optimization.

Firecamp

Campfire simulator. We have to collect items and light the campfire. In this game I’ve created all static 3d models (except foliage), and also GUI.

There were couple more mini experiences, but you get the gist. I don’t have access to more materials. If you’re interested what’s going on right now in this company I used to work, feel free to check their website, and maybe use their knowledge for your next PR campain, VR/AR project, or animation.

Dream Catcher

Dream Catcher

Animation
Dream Catcher

animated short film

A little bit of context

Below, in it’s full glory, there’s my diploma project. It was created at the end of engineering studies at my beloved alma mater Wyższa Szkoła Biznesu National-Louis University in Nowy Sącz.

It was alost entirely created in 3ds Max. For postproduction I’ve used After Effects, textures were edited in Photoshop and for some assets I’ve also used Substance Painter. Final montage was done in Sony Vegas. Story was written by my grlfriend, and I was the voice over. And that’s the short story.

If your interested in more details, how this project was conducted I encourage you to visit my blog post, where I described my pipeline with details.

 

Dream Cather. How to stay sane during prolonged project.

Dream Catcher. How to stay sane during prolonged project.

This story is about my most demanding personal project so far. It was finished in 2015, so not a novelty. So I decided not to focus on the technologies I used, but rather on the perseverance that was needed.

When the dust has settled

Dream Catcher was to me a giant and challenging project. At the moment I’m writing those words I can notice how little I knew and yet, fact that I managed to finish it is incredible achievement. I gained basic skills at every field of 3d graphic, but I have doubts if jumping into project of this size alone was the right call. I wasn’t able to perfect any aspect of it and final effect doesn’t look professional. This work doesn’t present my knowledge of specific software, but more like planning skills, optimization and conducting complex projects instead. Hence, I created everything by myself, I had a chance to look into every part of production pipeline. Retrospectively, I think this is the greatest value I obtained by finishing the Dream Catcher.

IT Conference

IT Conference

Animation | Motion design
IT Conference

just a render

I am very sentimental about this project. ‘Power of IT’ is a cyclic conference where students and graduates of WSB-NLU present lectures about new technologies, trends and interesting facts from IT industry. From 3rd edition I was responsible for preparing visual setting. Most of the footage I produced with Maciej Antosiewicz. Below is an intro I’ve made for a spin-off event which was called ‘Power of Inspiration’.

As mentioned, I was creating visual setting. Each time I was given a free hand with only one direction- it should be at least as good as in previous year. Before every speaker, there was displayed a short introduction. Most of the time it was made from parts of advertisements of companies that patronized whole event.

In between lectures, there were also quick interludes, like this one.

On my second conference I was responsible for creating some sort of credits for entire event. I came up with idea of making movie clip based on James Bond style.

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