Authored technical interactive assets requiring unique behavioral architectures. For the Redwood Creek map brochure in Ocean of Memories for example, I split a single low-poly plane into four segments in Maya and engineered a functional fold-out rig hierarchy. Textures were distressed within Substance Painter to match the project's aged aesthetic. This allowed the players to interatc with brochure organicly later in the project, by fold/unfold it.
Designed a custom hard-surface rope bridge tailored directly to the specific terrain coordinates of the virtual reserve. To simulate ambient environmental physical movement without relying on heavy real-time simulation, I baked custom data maps into the mesh via Vertex Coloring. This allowed a specialized Unity shader to interpret the color values in real-time, driving organic, fluid swaying motions on the bridge based on global wind vectors.
Produced an array of specialized props optimized to elevate environmental storytelling. This included low-poly modeling and texturing for structural scene-specific elements, such as the authentic Holy Ark for The Warsaw Uprising cathedral scene, full asset sets for the retro diner (burgers, fries, french toast, milkshakes), and dedicated focal narrative pieces like the textured shopping bag asset, low-poly bollards, and the augmented reality memorial candle.