
Creature art and custom visual effects for one of the first commercially successful VR titles — built to a paleontologist's standard of accuracy.
Partner studio: Puny Human
A VR experience placing players in a submersible in the prehistoric ocean, studying and cataloging large marine creatures. Developed with scientific consultation from the Canada Research Chair in Vertebrate Paleontology at McGill University, so creature design and behavior had to satisfy scientific review as well as art direction.
The partner needed additional 3D modeling, material work and visual effects capacity on large interactive prehistoric creatures, plus modifications to existing assets. The work sat inside an early VR production where stereo rendering and close-range viewing leave little tolerance for effects that read acceptably on a flat screen — and where the science consultant's sign-off was a real gate, not a courtesy.
A small, senior pair worked on creature models and their accompanying material work, alongside targeted changes to existing large interactive creatures.
A custom giant-squid ink effect — internally called “Pseudomorph” — was built from a custom mesh, bespoke materials, morph targets and particle effects to produce a scientifically plausible ink cloud that holds up in stereo. A sci-fi monolith was built with mechanical gear animation, concealment behavior and glow particles, with custom lighting and collision handled through Unreal's Cascade particle system, reusing lighting techniques developed on the studio's own titles.
Tooling was Modo, Photoshop, After Effects and Unreal Engine.
Engine: Unreal Engine 4.



Describe the problem and we will scope the smallest useful engagement.