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The Kitchen area was the most asset heavy. It took our team the longest with the sheer amount of objects in this area and the interactivity it called for.
When we started this area I wanted to go for critical models that were potentially needed earlier in the production but also for objects containing interesting and puzzling forms. As a team we were still feeling out different workflows and fidelity for VR so during the kitchen phase I constantly pushed myself to work towards defining a clear standard for myself and the team.
I was tasked with the following models:
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