Temple Island – Riven (2024)
I contributed to the early blockout and massing for Temple Island, helping define the layout with updated logic and flow for VR. Working closely with design, I iterated on spatial changes from the original game to make the environment feel both believable and comfortable to explore.
I took most of the structural and architectural elements from graybox to final, focusing on clean modular workflows and efficient asset use. Organic elements like terrain and rock work were handled by other artists, but I collaborated closely to make sure everything integrated smoothly.
I also handled collision setup, lighting passes, and general polish on the environment. My goal throughout was to build a space that felt grounded, functional, and alive—while keeping performance in mind, especially for VR.