As a generalist graphic artist at Divine Robot, I worked primarily on creating a VR hunting and sports shooting simulator for Gaim. One of the biggest challenges of the project was designing advanced environments that required minimal performance, ensuring that the animals remained the central focus of the experience. The entire project was developed in Unreal Engine for the Quest2.
In addition to creating optimized environments, I established a visual standard for the UI, focusing on both functionality and aesthetics. For instance, I implemented the system where white illustrations in Unreal could easily have their colors adjusted without needing to replace the assets, optimizing performance and flexibility.
Given that Gaim’s target audience often consisted of users less experienced with VR, I also created step-by-step illustrations to guide them. The challenge here was to rely on minimal text to avoid translation requirements, making the instructions universally accessible and intuitive.