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Oculus Store Environment for Rift 2.0 Beta

I art-directed a small team that built props as well as built and textured all the larger architecture. I was also responsible for implementation into Unreal Engine 4, lighting, and creating all shaders/materials, VFX, and animation for the scene.

Left Side of the store area. Foliage modeled by Petra Goodrich.

Left Side of the store area. Foliage modeled by Petra Goodrich.

Right Side of the Store area. Waterfall animated via Unreal Material. Stone for the animated waterfall built by Ben Allen.

Right Side of the Store area. Waterfall animated via Unreal Material. Stone for the animated waterfall built by Ben Allen.

Central Floor of the Store area. The metal spheres set into the floor animate via Blueprint.

Central Floor of the Store area. The metal spheres set into the floor animate via Blueprint.

Back Area of the store environment. The crowd and background of the frosted glass animated using Bump Offset and sine fades in Material. Entertainment area and High Poly for the mall background built by Terin Saylor.

Back Area of the store environment. The crowd and background of the frosted glass animated using Bump Offset and sine fades in Material. Entertainment area and High Poly for the mall background built by Terin Saylor.

Holiday Snowflake, shaded using Opaque SSS and running point lights through the VFX pass, animated in Blueprint. Snowflake modeled by Petra Goodrich.

Holiday Snowflake, shaded using Opaque SSS and running point lights through the VFX pass, animated in Blueprint. Snowflake modeled by Petra Goodrich.

Holiday Decor and falling snowflakes. Holiday Decor modeled by Michelle Hyde for the original Oculus Home environment.

Holiday Decor and falling snowflakes. Holiday Decor modeled by Michelle Hyde for the original Oculus Home environment.