3D Asset & Environment Design
Led the complete 3D asset creation workflow using a PBR (Physically Based Rendering) pipeline. I modeled, UV-unwrapped, and textured the main character 'Scuba', the underwater hub stations, and all interactive props utilizing Maya and Substance Painter.
Level Design Flow
Assembled the final ocean scenes in Unity, balancing the aesthetic requirements of a cinematic underwater narrative with strict VR performance budgets. Gameplay flow was iteratively playtested to ensure maximum educational retention without inducing simulation sickness.