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!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi

Thank You for Playing!

Jaden Halevi

jadenhalevi@gmail.com

Jaden Halevi