Retro Future Room VR

This is a tech demo environment for "Withdrawal VR", a VR music video experience. I worked as a lead 3D Artist at Viacom Next, part of Viacom in New York City. I was a lead artist designed the overall concept of the experience and collaborated with the team to implement scripts from the lead engineer to the main scene and managing the experience flow in Unity.

We went to two phase of development where we made the tech demo for R&D purposes in 2016 and started to develope the main experience in 2017. 

The goal of this R&D phase was to have volumetric-captured musicians in the room cohesively and without any frame rate issue. The captures were made before the establishing experience so we had to run through multiple iterations. This environment was created for proof-of-concept experience and became the foundation for the initial experience we released publicly at Microsoft Build conference.

In: 2016

For: Viacom Next

I Was: 3D Generalist

I Did: Modeling, Texturing, rigging, animation, shading, layout, and real-time lighting.

I Used: Maya, Zbrush, Substance Painter, Knald, Xnormal

Game Engine: Unity 5

Team Credit: Tomonari Michigami


I was mainly responsible for concept design, creating most of the assets from start to finish, lighting the environment in real-time. This is a demo scene made for tech demo built for Viacom Next, a VR team within Viacom. the volumetric capture technology my teammates and I were testing (not included in the scene) had specific limitation along with VR limitation such as only able to use Unity 5.4 and Forward/Gamma colorspace and had to use two camera system instead of using SteamVR camera system. So I had to build and light the scene around that those limitation.