Welcome to my portfolio!
I started off as a level designer in the Source engine over 10 years ago, but have branched out significantly. I'm currently making a VR title as my first game, so most of what you see here will be related to that!
Showcasing Gym level, voice lines, and gameplay
Stationary and moveable lights are an expensive choice for VR.
Instead, these "lights" are in the emissive channel of materials, and are very cheap to render. I can control their color, brightness, contrast(shadow hardness), and "position" in real time. They are also affected by the material's normal, AO, and roughness maps.
View from player's corner. Particle effects fade when close for gameplay purposes
View from the fighting ring: The platform will move from the surface, down to this location, and end in an underwater trench.
Contact me at: drewanthonyneill@gmail.com