DESOLATION

Desolation was made for an assignment to create a short VR experience for Unreal Engine 4 in three weeks, which I did in a team with two architecture students. The real goal of the assignment was to get us comfortable with two different pipelines: one, exporting architecture models from Rhino and importing them for use in Unreal Engine; and two, scanning objects in real life and then importing them into Unreal. We decided to have some fun with it, however, and settled on the premise of two different worlds—one a village built with free assets, the other a futuristic city with buildings modeled by my architect teammates—that could be moved between via pools of water, through which you could see the reflection of the other world.

This was my first time working in Unreal Engine, and I primarily worked on level design and our one “mechanic,” which was that of seeing the other world through reflections and using those reflections to teleport.