DETOUR BUS

 
 

Low-poly props, buildings, and environments created for the VR game Detour Bus.

All assets modeled and vertex painted in Maya.

 
 
 

LEVEL REDESIGNS

LEVEL 1

I worked closely with Remi Wedin, Adena Park and Alisa Chen to redesign theMount Busmore level. Initially, the level was very purple and rocky.

We worked together to incorporate more fluid shapes and natural elements, but at this stage, it wasn’t cohesive.

We continued to iterate. Remi took the lead on the plant and terrain design, making everything feel more balanced. To add variety and additional fun to the level, I reworked the paths and created four mini scenes:

  1. A rest area behind the visitor center,

  2. A picnic

  3. A campsite

  4. A dining area behind Adena’s gyro stand

With everything combined, we successfully took the level to new, funky heights. Go team!

LEVEL 4

I was asked to assist with redesigning the farm level.

Our original vision was to follow the traditional grid-like structure of a farm, but as the game evolved, we began to integrate more wavy shapes and grid was no longer cohesive with overall style.

My initial attempts to redesign the fields leaned too heavily on fluid forms and didn’t fit well with the assets that had already been created.

After a few rounds of experimentation, I decided to use an eye shape to create a clearly defined central area and incorporated the more fluid shapes as secondary grass accents, animal pens, and fields.

I built a few additional crops, props, and litter to add further variety to the assets created by Alisa, Meisen and Adena and scattered the flowers/ mushrooms created by Remi throughout.

In this level, players must navigate the bus through a storm, and I utilized trash to convey disarray created by high winds.