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Platforms: PlayStation VRTools: ZBrush, Substance Painter, Photoshop, Unreal Engine 4, 3ds Max

Environment Art – PlayStation VR Exclusive

Farpoint was one of the first PlayStation VR titles. On a team of 15, I worked on 5 of the game’s 8 single-player levels and fully owned several of them. Everything was new at once: VR development, Unreal Engine 4, and a small studio still figuring out its pipeline.

I helped define the visual direction for the alien landscapes. VR had hard constraints we’d never dealt with before. Strict framerates, human-scale geometry, tight rendering budgets.

A lot of the work was visual storytelling and composition in VR. I’d take designer blockouts and figure out how to tell a story within those spaces, working from concept art where it existed and developing my own ideas where it didn’t. Every level needed to guide the player’s eye and sell the narrative while respecting the performance constraints.

I built environment setups, shaders, and assets for my levels, working across design, lighting, VFX, and outsource teams. A lot of my time also went into shader and performance optimization, finding ways to keep the world looking rich within the frame budget.

VFX: Alex Brown Original concepts for Pilgrim, Shuttle, and Hab: Andre Balmet