Discworld

Discworld

Diorama | Enviroment
Discworld

Tribute to the Great a’tuin

A little bit of context

“The disc, being flat, has no real horizon. Any adventurous sailor who got funny ideas from staring at eggs and oranges for too long and set out for the antipodes soon learned that the reason why distant ships sometimes looked as though they were disappearing over the edge of the world was that they were disappearing over the edge of the world.”

– The Light Fantastic (1986), Terry Pratchett

This scene was created as a tribute to the amazingly addictive Terry Pratchett’s book series Discworld. If you are interested how I did it, there’s also an article where you can read all about failures that occurred. Enjoy reading!

Over the edge of the world. Tribute to Terry Pratchett.

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.

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.

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