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.