Orein Studio

The scenarios of Fishing Fit

A fishing game developed by Kevin for mobile devices, which seeks to recapture the magic of old games.

I was responsible for modeling and texturing the buildings and objects of the main street of the game, ensuring they were correctly optimized to run on mid-range mobile devices.

Concept art was provided to me to create the structures, and the results speak for themselves.

The scenarios of Galaxy Chronicle: The Moon King Tale (Material to be collected)

A video game developed by a Vietnamese studio, PyroPixel Games Studio, focused on PlayStation consoles. It is an action RPG with 2.5D environments.

The studio provided me with concept art to develop the scenario blocks they had already planned.

All the environments shown were designed by me, based on certain instructions given to me throughout the development.

The scenarios of Rivalia: Dungeon Raiders

This is part of the work I did as an environment artist and prop designer in Rivalia: Dungeon Raiders, available on Steam, PS4/PS5 y Nintendo Switch.

In addition to working on a large number of objects, I was responsible for designing the modular kits that allowed us to efficiently build all the environments of the castle.

Despite all the challenges we faced as novice developers, I am proud of the work we did, and I am very grateful for the opportunity to contribute my work to such a project.

I want to give credit to Iurgi Fernandez for his level design, to Ander Fernandez for the lighting, and to Jon Agorreta for creating several props and tileable textures.

The mural in the underwater background

This is a commission I did for SixtyFour Designs for an exhibition called “Sharks! The Meg, The Monsters & The Myths” at the Houston Museum of Natural Sciences in Texas. My task was to recreate two reference images of underwater scenes and give them 3D depth in Unity URP, recreating their composition. Since it was for a projection on a wall, I strictly followed the proportions of the images, which had to be 3144 x 1200.

Translating a 2D image into a 3D space and ensuring correct lighting behavior is not an easy task, so in both cases, I blocked the scenes in Blender to ensure that the volumes and scales were correct. Once I finished this, I sculpted the pieces and then optimized and textured them.

Finally, I assembled all the pieces in the engine and adjusted the lighting and post-processing to ensure they looked correct. I am satisfied with the result and wish I could have attended the projection.

Japanese scenario

This was my first personal scenario to cover all aspects of development.

I aimed for a Japanese aesthetic because I really like it, and my goal was to make the scene feel alive.

In this project, I particularly learned to create basic shaders like moving leaves in the wind, water, etc.

Among more specific things like real-time fabric simulations and particles, to give it the movement I was looking for.

Sculpted pieces of the Arriaga Theater

I am recreating the facade of the Arriaga Theater in my free time, sculpting the pieces while also optimizing the sculpting with retopology for video games.

This is a project that requires a significant amount of detail and dedication; developing a single piece can take more than a week, so this project can be situated around a year of development.

Nevertheless, the feeling of finishing a single piece is incredible, and I am especially excited to be able to complete the project someday.

A wonderfully messy diorama

This diorama is based on Super Mario Wonder, and I designed it before the game was released as a challenge.

I found it interesting to propose a traditional 2D Mario level on a 3D circular premise.

From there, I based it on the visuals from the only trailer available at that time, and I created two sides: one during the day representing a normal level, and the other at night representing when we collect the Wonder Flower.

The tornado at the bottom emerged at the last moment when I was unsure how to justify the base of the diorama, with the main concept being to use clouds to support it.

See the project on Sketchfab.

A Wonderfully Messy Diorama by kephas3d on Sketchfab

Collapse in the Japanese diorama

After having a diorama created and many more unused objects, I went all in on this new diorama.

I was clear from the beginning that I wanted to use the car, a road, and the building across from it, but I wasn’t sure about the base concept.

As I progressed, more ideas came to mind to fill the scene, and due to the shape it was taking, I concluded that it would be a good idea to give it a spherical shape, thus creating a small world collapsed under its own gravity.

See the project on Sketchfab.

Collapse In The Japanese Diorama by kephas3d on Sketchfab

Japanese street diorama

Reusing the objects from my Japanese scene, I decided to take a break and create a simple diorama, starting from the concept that it should be built on a hemisphere, and that the objects moving away from the base would deform accordingly.

The rest was the result of experimentation, and I discovered that wind is the best way to add movement to the scene.

It was my first diorama awarded by Sketchfab.

Japanese Street Diorama by kephas3d on Sketchfab