Mentis VR Art Assets
As part of the Mentis VR team, I was responsible for modeling, texturing and optimizing all 3D assets for existing and new apps. I worked in Blender and Substance Painter, as well as Photoshop and Illustrator for some finetuning. The project was built in Unity for Meta Quest 2 and then upscaled for Meta Quest 3 and Valve Index.
A total of 3 projects were created during my tenure: VKEEPR, VPLAYR, and SpeedPad. They were later combined into one app, where I created a unified UI/UX experience in Unity.
VKEEPR Screenshots
VKEEPR was created for the original Meta Quest and the HTC Vive. I was tasked with creating an optimized stadium and assets so that the app could run smoothly without any discernable lag or quality drops for both devices. I used a lot of simple geometry, custom shaders and baked textures to achieve that look. This version of the stadium was later replaced by the VPLAYR stadium as we stopped supporting the original Meta Quest device and migrated the project to Unity URP.
VPLAYR Screenshots
I was tasked with creating a 1:1 scale stadium for the project that could run smoothly on Valve Index and Meta Quest 2 using Unity URP. I created custom shaders in Unity's Shader Graph that ignored PBR lighting. I used Blender and Substance Painter to create baked shadow maps for the static objects to achieve a realistic look.
SpeedPad Screenshots
SpeedPad was an old project created by other artists in the company for the original Meta Quest. I was tasked to updating the project by creating a new logo, new graphics and designing new gameplay modes.
Mentis One App
This project is currently on the Meta Quest store as part of Mentis VR's B2B service for professional football clubs. The project combines all apps above, including a new mode, Academy, that incorporates all elements of the apps to generate a fitness quotient to help coaches gauge the abilities of their athletes. In this project I completely reworked the UI in all the apps to have a uniform art style, as well as implemented a Rec Center environment for multiple sports.
UI Changes and new Hub environment
Using my previous experience with VR and Unity's UI systems, I designed and implemented, with the help of the programming team, a clean and aliasing-free UI system that was legible and soothing to use in VR. I even recorded and edited gameplay tutorial videos to guide players through the various game modes and scenarios.
New Rec Center environment
This was my last assignment as part of the Mentis VR team. I fully designed and modeled the environment following the specifications of the leadership team. The space had to be enclosed and large enough to fit several courts from a variety of sports, including a full football field. I gave the space a "converted warehouse" aesthetic and I added a few skylights to bring in some natural light to avoid the space feeling claustrophobic. Unfortunately I was unable to complete its implementation from Blender to Unity.
Gameplay Videos
Notes
I found the optimization part very challenging as the only artist contributing to the project. However, it was a nice challenge as it gave me the opportunity to learn more about managing texture sizes, creating master materials, and creating custom shaders to achieve the desired fidelity.