Maurice Camps

LANDFALL

RELEASE: February 21, 2017
PLATFORM: Oculus Rift
FUNCTION: Lead Artist

Landfall is a tactical co-op multiplayer shooter in VR, where you as a player are like a god hovering over the battlefield. The feeling you get when you lean in and look at the tiny soldiers is just magical. I had a ton of fun developing and playing this game. The art team did an amazing job bringing all this graphical splendor to the Oculus Rift at 60fps! 

TEAM SIZE: ~65 total, 17 Artists
ENGINE: Unreal 4

STORE LINK: Oculus Store

MY CONTRIBUTIONS:
  • Accountable for all direction & direct communication with the art team (except concept art)
  • Art direction of visual target, all levels, and the overall world
  • Art direction of UI and menus
  • Prioritization, planning, and distribution of tasks for all artists
  • Reviewed all in-game art outsource work
  • Layout of the key-art (above: 5th image)
INTERESTS & CHALLENGES:
  • First VR project for me and many of my teammates, so many new things to figure out. There was a small team dispatched earlier to investigate this, so they already figured out a lot of important information, but nonetheless there were a lot of nice challenges along the way.
  • Even though I had used Unreal 3 in the past, this was the first project being done in Unreal 4 after using our proprietary engine for a long time. So, there was a bit of a learning curve, but I soon found out it was a bliss to work with Unreal 4.
  • Using Unreal 4 also meant that we had a lot more tools available to create our environments, such as terrain, material editors (coders and tech artists used to write our own HLSL shaders) etc.

announcement Trailer

RELEASE TRAILER

GAMEPLAY VIDEO