

Sky 4D VR
The virtual drama unfolds in parallel kitchen and dungeon environments, starring fast-paced Formula 1 cars and a fire-breathing creature respectively. Kitchen-side, users are surrounded by revving engines built from CAD data from the F1 teams, before engaging in a football mini-game that sees controller turn to goalkeeper’s gloves in a dramatic shoot-out. Taking the Drama path lands users in a howling forest under the watchful eye of zombie-esque figures, before falling into the path of a mighty dragon.
With the Framestore VR team in London, I worked as the Character Artist developing all the modeling, texture painting, UVing and map creation, and low-res adaptation of the beloved SKY VR characters. Built in Unreal engine, the pipeline was similar to that of a videogame pipeline, with all models and maps reduced and baked down to essential features, while emulating a highly detailed counterpart asset.