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Portas VR

GDP's first VR game, a project started by me and Ana Moreno (https://www.artstation.com/ana_moreno).
I was responsible for the programming, technical art and, under Moreno's art direction, modeling and texturing of some of the environments and characters.
I also decided how Moreno's concepts should be translated to 3D.
You can find the game here: https://gdpufrj.itch.io/portas-vr

The lobby. The first environment the player visits and the one that set the workflow for the rest.
The lobby has no roof and, in-game, allow you to see the universe around.

The lobby. The first environment the player visits and the one that set the workflow for the rest.
The lobby has no roof and, in-game, allow you to see the universe around.

Due to optimization, all lighting is baked into the textures.

Due to optimization, all lighting is baked into the textures.

All of the details were hand-drawn. Any faces that the player would never see were deleted, such as the back of the reception.

All of the details were hand-drawn. Any faces that the player would never see were deleted, such as the back of the reception.

The Room. The final place the player visits.

The Room. The final place the player visits.

I was also responsible for modeling and texturing the angel that you meet in Paradise.

I was also responsible for modeling and texturing the angel that you meet in Paradise.

I also built a shader that allows the Angel's face to be easily animated throught sprites. Variable size, movable pupils were implemented, but our animator didn't use it.
Face sprites by Ana Moreno.

I also built a shader that allows the Angel's face to be easily animated throught sprites. Variable size, movable pupils were implemented, but our animator didn't use it.
Face sprites by Ana Moreno.