During my internship at Curvature Games I mainly worked on Props and Environment Assets for "Escape Quest: Espionage Express" under the creative lead of Marc Barnes and Hannah Paulmann who gave me great support and guidance throughout the project.
All the models were built, uv-unwrapped and colored by me with a given palette of vertex colors which were then used by a custom shader of technical artist Tim Mayer, to whom I am also grateful for his help and assistance.
The game offers the possibility for players to dress themselves and others up with a broad range of thematically fitting glasses, hats and neckpieces. It was my task to think up and create those shown here, as well as creating some other fun or gameplay relevant items, the more important ones being based on concept graphics by Marc Barnes.
The maintenance room panels were modeled by me as modular assets to build up the walls. The maintenance room was built by Hannah Paulmann.
The cockpit was built by me, based on the first blockout by Hannah Paulmann and a concept graphic by Marc Barnes, as well as a reference board, I put together.
All the parts of the surroundings were created by me with the technical limitations of a VR game in mind and were built as modular pieces that could then be arranged in various ways in Unity and be looped to create the impression of driving. The construction of the surrounding environment in Unity was also mostly done by me.
The usage of low-poly models and vertex colors is based on the technical limitations of a VR game and the decision of using a Cel Shading Style, which also benefits the limited (texture) memory space of VR headsets.
Escape Quest: Espionage Express - Trailer