After the government contract with Visual Purple concluded, I transitioned to working with Fractal Blue on Scrap Age VR and Scrap Age Survivors. I had long been eager to fully dive into Blender as my primary 3D software, and the team at VP gave me the perfect opportunity. Although I initially adopted Modo at the studio, ongoing licensing frustrations and the need to reduce costs made Blender an increasingly attractive option.
https://www.meta.com/experiences/scrap-age/9621531667917169/
I started by taking a rough blockout of the Town Square and collaborated with various team members to bring it to completion. In addition to the Town Square, I worked on "The Pit" and designed a variety of fun, quirky clothing items and character / weapon skins.
This project was a major learning experience, particularly in optimizing a VR game for Unreal Engine and the Quest 2. We faced challenges like managing draw calls, kitbashing, and reusing textures to achieve the right performance and feel. When I left, the game had reached a solid, enjoyable state, and I hope to see it launch soon, especially once multiplayer is fully integrated.
My time at Visual Purple was incredibly rewarding, and I wish the team nothing but success moving forward.
https://www.artstation.com/christinaspicer
https://www.artstation.com/thomasbell
https://www.artstation.com/ruux
https://www.artstation.com/shaneroberson
(if you were involved and would like to be mentioned let me know and I'll add you.)
Town Square and other levels showcasing early combat.
Town Square and other levels in a video showcasing the movement.