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MayaUnitySubstance PainterOculus Rift

Scuba's Ocean Odyssey

An educational virtual reality game exploring plastic pollution through the eyes of a sentient submersible.

Role

Lead 3D Artist & Environment Designer

Company

Avolve Innovations

Timeline

6 months

The Challenge

Designing a highly-performant yet visually rich underwater environment for VR that maintained 90 FPS while rendering complex lighting and particle systems for ocean pollution.

The Impact

Successfully showcased at Play NYC 2018 to enthusiastic reception and released publicly on the Oculus Rift platform for widespread educational access.

Crafting an Underwater Narrative

As the Lead 3D Artist and Story Writer, I was responsible for bridging the gap between scientific reality and digital storytelling. My work began with the fundamental concept development, where I designed the levels and narrative beats to ensure the message of conservation remained the heartbeat of the gameplay.

  • Building the Atmosphere: I worked extensively on the vision and look development to create an underwater world that felt both beautiful and fragile.
  • Character-Driven Education: I developed the main storyline characters and environments to guide players through the "Ocean Odyssey," ensuring the visual style supported the game's educational goals.
Crafting an Underwater Narrative visual 1

The Asset Creation Pipeline: From Maya to Unity

To bring this indie project to life on a startup budget, I utilized a streamlined, high-efficiency technical pipeline.

  • 3D Asset Workflow: I managed the full 3D pipeline—including modeling, UV mapping, texturing, rigging, and animation - using Maya and Substance Painter.
  • Character and Level Design: I designed the main character named Scuba, who is a submersible bot (inspired by Wall-E from Disney). I translated these designs into game-ready assets for Unity, where I led the level design to create intuitive, exploratory environments that maximized the sense of presence in a 360-degree VR space.
The Asset Creation Pipeline: From Maya to Unity visual 1
The Asset Creation Pipeline: From Maya to Unity visual 2
The Asset Creation Pipeline: From Maya to Unity visual 3
The Asset Creation Pipeline: From Maya to Unity visual 4

Beyond the Screen: Marketing & Advocacy

Because this was an indie venture, my role extended far beyond the technical. I acted as a primary advocate for the project, ensuring it found the audience and funding it needed to thrive.

  • Visual Storytelling: I produced marketing materials, including game trailers and promotional videos, to communicate the game's vision to potential backers.
  • Pitched for Growth: I represented the project at various conferences and festivals, pitching the game to build an audience and successfully raise the crowdfunding necessary for continued development.