Project Ocras is an unreleased 3D Adventure Game by Dreamfeel. Development is currently paused and estimated to be resumed sometime in 2025/26.
Software used: Unity (Probuilder, Gameflow), Adobe Photoshop, Autodesk Maya, Zbrush, Substance Painter

My role: Lead Environment Artist

Work breakdown:
• Environment concept art, layout, color & style exploration
• 3D props and environment models for interior & exterior areas
• Set dressing levels, adding lighting or effects where needed
• Skyboxes and decals creation
• Organizing environment art tasks, documenting workflow & tools, guiding other artists in the team, setting work pipelines with the Director
• Working in Unity integrating art, tools, colliders and bug fixing
Highlights

Old cave environment using props and decals. Character models by Adriel XYZ.

You can check more of the prop kits I made here! :)
The Hillside
This area went through many iterations over time. This is its lengthiest version with the hill model and platform sections level designed by Hyphinett Hackett, then later retopologized, tweaked and dressed by me. 
For these screenshots I altered colors and props placement for the sake of readability, as we were due more work and a definite polish pass on varied levels before development was paused.
Lecture Hall
One of the earliest environments made for the game, still using many of Liadh Young's concept art lines in the props texture. The stage structures textures were among the first ones I drew while sticking to Liadh's style. Over time I took over concepting environments and drawing the majority of the environment textures. 
The Factory and Storage
For these I created the concept art and placeholder props for the factory area first, and while Julián Palacios level designed the factory and Hyphinett worked on the storage, I prepped the final models. With the blockouts done, it was time for me to jump back on both scenes for a dress pass and further tweaks.

Dressed Factory area. Level design by Julián Palacios. Additional shelf props and lockers: Jessie Van Aelst

Dressed version of the Storage area. Level design by 

The Flooded Islands
I had a great time building upon Hyphinett's awesome level blockout for this one! This latest version has fewer islands and for these screenshots I also did some minor color tweaks so they're not very final. The islands took me a fun good while working on concepts, creating extra assets, tweaking layouts and dressing each hub and their underground secrets!
Some extra concept ideas and WIP closeup.
Skybox, Lighting, Decals and Effects
Some environment examples of how I made use of decals, light/shadow & fog volumes, skybox, texture distortions and UV animations for effects and ambiance.
Corridor & museum modelled by Adriel XYZ, magical shaders by Iris Sabo.  
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