EtherQuest is a walkthrough interactive shooting game created in Unreal Engine 4. It is a unique project because it is the first fully developed real-time game using nDisplay on 4 different screens at once. The experience takes the player through a multiple-room building where up to all 4 walls of each room were nDisplay-projected media.
I was responsible for:
- All concepts, models, textures, and layout of the "Tea Room" environment from initial block-out to full layout and setup in-engine.
- Ingestion of purchased asset packs and making sure they were Unreal-ready.
- Full creation of the "Jungle Bug" character from initial block-out and high res sculpt, to engine implementation and final material set up.
- Creation of the damage, battle, and space-rift decals in the Destroyed Portrait Gallery environments. 
- Modeling and texturing of all portrait gallery frames to real world scale to match the on-site scenic frames.
This was a really fun project to work on because our Creative Director let each artist assigned to an environment conceptualize and implement the rooms with a lot of creative and artistic freedom. 
This is also the first project where I was given a character to create from start to finish. The Jungle Bug was a fun challenge to complete with the low res version requiring just under 10k polys in order to reach the intended FPS in the levels that had lots of bugs on screen at once. I also worked closely with the Rigging department to get geo-based wings that worked well with animation instead of FX wings. 
Tea room environment
Tea room Wall 1, with the scrim area hidden
Tea room Wall 1, with the scrim area hidden
Tea room Wall 2
Tea room Wall 2
Tea room Wall 1, with the scrim area shown
Tea room Wall 1, with the scrim area shown
Tea room Wall 4
Tea room Wall 4
Tea room Wall 3
Tea room Wall 3
Jungle BUg
Portrait Galleries
Savaa Prime Environment

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