ROLE: TECHNICAL ARTIST 
PYTHON, ADOBE SUBSTANCE PAINTER, AUTODESK MAYA



OCULUS | ECHO VR

Echo VR is a fast-paced, first-person competitive multiplayer game set in a zero-gravity environment. Unlike Lone Echo, which was developed for high-end PC hardware, Echo VR transitioned to the Oculus Quest—a significantly less powerful platform with mobile hardware constraints. This shift required extensive asset and texture optimization as well as the development of new export pipelines to accommodate the Quest’s performance limitations. I contributed to this through tooling and a few new workflows:
• PC/Mobile Asset Pipeline – Enabled seamless iteration between Rift/PC assets and optimized Quest/mobile content, ensuring efficient cross-platform asset management.
• Mesh Export for Character Assets – Automated asset preparation for handoff to the character rigging department
• Multi-Layer Material Composite Workflow – Leveraged Substance Designer to optimize texture draw calls, improving rendering performance on mobile hardware.
• Costume & Attachment Add-On System – Developed a material and texture compositing workflow to efficiently handle character customizations and attachments.
• Substance Painter Plugins – Created custom tools for hero asset texturing, ensuring high-quality visuals while maintaining performance constraints.
Echo VR Capture
Echo VR Capture
Echo VR Capture
Echo VR In-Game Capture
Echo VR In-Game Capture
Echo VR In-Game Capture
Echo VR In-Game Capture
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