


HYPOXIA
HYPOXIA
HYPOXIA
Hypoxia is a multiplayer virtual reality card game where in order to outlive others, players must think strategically and sparingly. At the start of the round, each player is dealt a random hand of cards and must use a portion of their supply (oxygen). But be careful, betting results in a high risk high reward, and if you lose oxygen, you're eliminated.
Hypoxia is a multiplayer virtual reality card game where in order to outlive others, players must think strategically and sparingly. At the start of the round, each player is dealt a random hand of cards and must use a portion of their supply (oxygen). But be careful, betting results in a high risk high reward, and if you lose oxygen, you're eliminated.
Hypoxia is a multiplayer virtual reality card game where in order to outlive others, players must think strategically and sparingly. At the start of the round, each player is dealt a random hand of cards and must use a portion of their supply (oxygen). But be careful, betting results in a high risk high reward, and if you lose oxygen, you're eliminated.
Genres
VR, Card Game, Strategy, Multiplayer
Genres
VR, Card Game, Strategy, Multiplayer
Development Status
In Development
Development Status
In Development
Team Size
5+
Team Size
5+
Role(s)
Tech Artist, Designer, VFX
Role(s)
Tech Artist, Designer, VFX
Tools / Engines
Unity, Maya, Substance Painter
Tools / Engines
Unity, Maya, Substance Painter

Figure 1: Footage of Hypoxia Gameplay
Figure 1: Footage of Hypoxia Gameplay
My Responsibilities
My Responsibilities
Conceptualized and developed environment and character designs, establishing visual direction through early concept art.
Modeled and textured 3D props and character variants using Maya and Substance Painter.
Took ownership of implementing animations and VFX to enhance environmental storytelling and scene dynamics.
Art-directed final composition including set dressing, baked lighting, and post-processing to achieve a cohesive in-game presentation
Conceptualized and developed environment and character designs, establishing visual direction through early concept art.
Modeled and textured 3D props and character variants using Maya and Substance Painter.
Took ownership of implementing animations and VFX to enhance environmental storytelling and scene dynamics.
Art-directed final composition including set dressing, baked lighting, and post-processing to achieve a cohesive in-game presentation
Environment Modeling
Environment Modeling
Developed modular environment and visual assets from concept through engine implementation, keeping hardware performance in mind throughout the pipeline. The game centers on urgency and limited resources, so the environment was designed to feel tight, compact, and unsafe, reinforcing the idea of a factory that is hazardous for workers.
Developed modular environment and visual assets from concept through engine implementation, keeping hardware performance in mind throughout the pipeline. The game centers on urgency and limited resources, so the environment was designed to feel tight, compact, and unsafe, reinforcing the idea of a factory that is hazardous for workers.


Figure 2: Early Blockout of Level in Hypoxia
Figure 2: Early Blockout of Environment in Maya
Figure 2: Early Blockout of Level in Hypoxia
Environment Textures
Environment Textures
Maintained a streamlined Maya-to-Unity asset pipeline, handling texture integration and optimizing assets. Built modular particle systems for effects like fireflies, gas, and sparks, with adjustable parameters for reuse across different scenes.
Maintained a streamlined Maya-to-Unity asset pipeline, handling texture integration and optimizing assets. Built modular particle systems for effects like fireflies, gas, and sparks, with adjustable parameters for reuse across different scenes.

Figure 3: Final in-engine composition included VFX, looping machinery animations, and optimized lighting.
Figure 3: Snapshots of Environment in Game Engine
Figure 3: Final in-engine composition included VFX, looping machinery animations, and optimized lighting.
Character Modeling + Textures
Character Modeling + Textures
Created multiple character helmet and oxygen tank (4 variants), from early concept sketches to optimized VR-ready meshes at runtime.
Created multiple character helmet and oxygen tank (4 variants), from early concept sketches to optimized VR-ready meshes at runtime.


Figure 4: Modeled Helmets with baked Texture Maps
Figure 4: Model of Character Helmets with Baked Textures
Figure 4: Modeled Helmets with baked Texture Maps
Created multiple character helmet and oxygen tank (4 variants), from early concept sketches to optimized game-ready meshes at runtime.

Figure 5: 360 Turntable of Character Helmets
Figure 5: 360 Turntable of Game Ready Character Helmets
Figure 5: 360 Turntable of Character Helmets
Thank You for Playing!
Thank You for Playing!
Thank You for Playing!

