Robin Hood VR
I was responsible for all of the level geometry and textures seen other than the ground texture. All textures are diffuse only and include lots of faked lighting to increase contrast on low power devices.

I was responsible for all of the level geometry and textures seen other than the ground texture. All textures are diffuse only and include lots of faked lighting to increase contrast on low power devices.

I created most of the visible geometry in the environment from blockout to final atlassed wood textures.

I created most of the visible geometry in the environment from blockout to final atlassed wood textures.

A reveal at the end of the game experience required the sudden appearance of the movie set around the player.

A reveal at the end of the game experience required the sudden appearance of the movie set around the player.

Intended as a tie-in game for the movie Robin Hood and for the Gear VR as a showcase of Qualcomm's new mobile roomscale VR tracking. Robin Hood VR was optimized heavily for smart devices.