Asgard’s Wrath2

  • Environment Art Direction: I led environment art production for 60+ hours of gameplay across hub-and-spoke worlds, establishing scalable workflows that enabled consistent visual quality while meeting Quest performance budgets. Collaborated with the Level Design team to weave art and design into a seamless, immersive experience, ensuring environments enhanced player agency and narrative flow.

  • Technical Direction: I collaborated with Rendering Engineers and Tools team to define specs for custom rendering features, providing iterative feedback to drive visual tech toward peak performance.

  • Individual Contribution: In the initial phase of development, I did a lot of IC work building the base for GSS hub and Cavern dungeons setting up initial visuals and performance metrics before handing over to the team. I also owned the lighting for the GSS hub, Cavern dungeons until shipping.

    Awards:

    Wrath 2 won many awards, most notable being recognized as 2024 D.I.C.E. Immersive Reality Game of the Year & getting 10/10 on IGN.

Environment Art Direction

I had the pleasure of working with some immensely talented Environment Art Team filled with AAA veterans. I worked as the Environment Art Director, leading the effort of environment art, lighting, collaborate with design on gameplay flow and performance optimization. Below is a quick flythrough of various overworlds I contributed in this capacity.

Great Sand Sea

I initially worked on this level as an IC until Vertical slice with the goal to creating an illusion of open world experience. The result was a art and technical marvel. Along the way through endless brainstorming & collaboration the engineering team built a lot of effective custom features like our own Visibility Culling system (without impacting runtime CPU), custom HLOD system to reduce draw calls but retaining original textures to bolster performance. I was also responsible on setting the art direction and building sets for the level. The scope for the hub was really big so it was taken over by multiple artists Daniel Romero and Shawn Foreman.

Cavern Dungeons

I worked as an IC for async dungeons for the Caverns theme. I was leading the art efforts to collaborate with design and engineering to come up with a new system of generating endless dungeons with multiple gameplay layouts but still managing to bake lighting for higher fidelity and better performance. The result was very effective and convincing.. Once I established the style and assets, more layouts were made by Daniel Romero.