Orbus VR - 2016-2019
My time at Orbus started as a 3D generalist role and concept artist, focusing mostly on environments, props, and enemies. Around the time of the reborn expansion, my role pivoted to a more tech-art heavy position, working on creating systems for things like avatar customization, the gear system, performant VFX, and extensive optimization and visual scoping to facilitate launching on Quest 1. I was also responsible for coming up with efficient workflows and standards for the other artists to use to ensure we could hit content targets on time and on budget.