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Portfolio

Covert VR

Covert is a VR game that was originally made for the Oculus Go, a VR peripheral that uses a phone to render out the game play experience. This was a neat 2 player game setup; one person plays as the agent that sneaks about trying complete covert espionage missions. The other player served as the agent's handler. As the handler, this person used their own phone to view the mission's map layouts, enemy patrol patterns and mark key locations or targets for the agent to find during the mission. With teamwork, missions could be solved effectively and unlock perks along the way.

 

I was primarliy in charge of creating levels that had to adhere to very very strict hardware limitations. This game was released in 2018 and Oculus was really trying to get a a foothold in the consumer market with this Go peripheral. Phones are already not very powerful at rendering VR and this game had to run above 90 FPS per Oculus requirements.

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Every level was planned out with a texture atlas set that was used specifically for each level and its environment with almost zero wasted space on the texture atlas page. This atlas included all of the tiling elements used to make the environment art geometry and the props that were found in that particular level. The total draw call count for a level was to never exceed 10 draw count, or 5 draw call counts per screen. With meticulous planning, levels never exceded 10 draws (most were at 6 tops), all thanks to texture atlases.

 

A very basic custom shader was used to render the diffuse texture buffer with lightmaps to further improve performance.

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** Also the Handler saw the entire mission layout as a simplified objective based type layout. The collision geometry was used to create the simplified shells.

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Duties:

Environment Art; Models, Textures, Lighting, optimization

Environment Art Props; Models, Textures

Materials

Level Design and Kismet Scripting

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