Other Projects

Various non-game projects, showing skills in both Technical and Artistic disciplines for environments and VR.

Analog Horror Project

(2024)
  • Davin Wambogo
  • Andrei Daydov
  • Lois Kim
  • Astrid Da Costa

Technical Art, Level Design, Graphics Programming

I was responsible for the design of the forest made the terrain, placed the assets, set the post processing, and implemented the shader UI, and controls.

  • Implemented analog camera Post Process shader in HLSL
  • Integraded the shader with Unity's Render Pipleline to apply it the screen
  • Used Texture Packing to add texture blending to displacement maps for Unity Terrain

Bionis Animation

(2024)
  • Davin Wambogo

3D Modeler, Animator, Graphics Programming

This one was a bit personal for me, as a recreation of a scene from Xenoblade, Since the Definitive Edition didn't have a high poly version, I modeled, textured, rigged and animated my own.

  • Used Maya to model, rig and animate the bionis
  • Used Substance Painter to paint the textures
  • Implemented distortion effect in HLSL

Train Station

(2024)
  • Davin Wambogo

Environment Artist, Level Designer

Conceptualized, modeled, textured and lit, the scene to give off three different moods, making use of particle effects, and various processing effects to differentiate them.

  • Created 20 unique models to decorate the scene using Maya
  • Used Photoshop correct various aspect of textures such as perspective and color
  • Used Illustrator to create graphics such as the vending machine brand

City of Valdrada

(2022)
  • Davin Wambogo
  • Sophie Lu
  • Lois Kim

Tech Art, Level Designer, Programmer

I was responsible for the in-engine and 3D work for the scene, particles, shaders, textures, lighting, post-processing, and the buildings made of intersecting sprites.

  • Created seven building types using the sprites provided by my teammates.
  • Used Unity's Shader Graph to integrate 2D assets into Unity's lighting and deal with render order problems and to make dynamic grass and water.
  • Used Substance Designer to create textures for dirt, water, and sand.

Luminaqua

(2021)
  • Davin Wambogo

3D Modeler, Animator

I designed, modeled and textured a fish, experimented with node-based textures for the rocks and a volcano, and dipped into fluid and smoke simulations for the water and volcanic effects.

  • Developed a workflow in Blender from modeling, to UVs, to texturing, and finally rigging.
  • Learned nuances of timing and movement in 3D animation to bring the fish to life.

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