Published Work / Meta / Oculus Studios - Ouro/ Environment Art/Design and Creative Direction
About : 'Super Rumble', is an arcade-style shooter inspired by legendary fast-paced games like Quake and Unreal Tournament. The core of the game is aroudn a free-for-all game mode that offers an array of unique weaponry and over-the-top heroic abilities on a highly versatile and visually stunning map.
Roles & Responsibilities:In my role as a Lead Artist for Super Rumble, I was responsible for Art Direction, Lighting, Atmosphere, Various modeling/asset texturing, optimization, Set Dressing, User Interface and UX design, VFX placement as well as generating static and video marketing materials.
Furthermore, along with my individual contributions I coordinated, tested, evaluated and implemented numerous functional elements with engineering, content design, product design, marketing, and various other parts of the organization for Super Rumble.
Software: Meta Horizon Worlds, Meta Internal tools, Autodesk Maya, Blender, Adobe Photoshop, Substance Painter
Platform: Meta Quest
Press Coverage: https://www.theverge.com/23820366/super-rumble-meta-quest-metaverse-horizon-worlds
Published Work / Meta / Environment Art/Design and Creative Direction
About :Meta Connect 2022 was a one-day virtual event that explored the building of the metaverse and the future of augmented and virtual reality. Industry leaders shared the latest technologies and developers’ sessions to cover how to use them.
Roles & Responsibilities: In my role as a member of the Meta Connect 2022 team, I was responsible for conceptualizing & imagining what our connected environments might look like. In doing so, I took into account color palettes, architectural elements, shape language, and other elements. Furthermore, I served as the Art Lead, world owner, and primary point of contact for our HUB world, Meta Square. The Horizon Worlds social space provided attendees with an opportunity to interact, play icebreaker games, socialize, and travel to popular user-generated worlds.
In addition, the public and press were able to watch John Carmack's unscripted speech and the developers' state of the union on a rectangular screen within the environment. In conjunction with Meta Square, I designed five theater spaces for the Developer Sessions, which featured prerecorded avatar performances as well as rectilinear screens.
Among my many responsibilities for Meta Square and the Developer Sessions, I refined lighting, layouts, architectures, cube maps, social interactions, and UX/UI flows. I also shot/edited BTS footage for our marketing team to be featured on several Meta social media surfaces. Furthermore, I coordinated and implemented numerous functional elements with engineering, content design, product design, marketing, and various other parts of the organization and Connect team. This was to bring the environment to the required quality level for public consumption.
Software: Meta Horizon Worlds, Meta Internal tools, Autodesk Maya, Adobe Photoshop
Platform: Meta Quest
Press Coverage: https://www.meta.com/blog/quest/meta-connect-horizon-worlds-behind-the-scenes/