InnerSpace
Software Used:




Unity
Blender
Photoshop
ZBrush
I worked on Innerspace, a solo flying game from PolyKnight Games, as a 3D generalist and Level Artist.
My responsibilities spanned a wide range of art and implementation tasks, including 3D asset creation, integration, and polish for environments, hero assets, and airframes (the playable planes), as well as level setup and gameplay hookup. For hero assets and airframes, I also handled much of the hard-surface rigging, animation, and VFX work.
In addition to creative duties, I was partially responsible for performance optimization, with a particular focus on achieving a stable framerate on Nintendo Switch. Using Unity Profiler analysis, I optimized environments by reducing asset tri counts, implementing LODs, and separating elements to enable frustum culling.
We implemented two additional culling-based optimizations throughout the gameː
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Sea-level culling: because the game supports both flying and underwater diving, land environments could be culled while underwater and vice versa. I specified sea levels per world and tagged assets accordingly.
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Volume-based culling: to avoid the memory overhead of Unity’s occlusion culling, we used simple spherical volumes to enable elements only when within specific areas, which I set up across the game.
Sunchamberː Responsible for landscape polish, some level art, and overall scene optimization



Even Tide: Responsible for Level art, pink side landscape, and scene optimization


Dawn Vessel: Responsible for landscape, level art, large fish tank, and scene optimization


Relics: Split work pretty evenly of creating interactive relic assets. Pictured Above- Responsible for model, rig, and FX.

Avian Mirage: Responsible for world state change level art and scene optimization

In addition to broad scale environments, I was responsible for creating and animating a large number of assets. Below are the playable airframes I was tasked in making, for which I did all modeling, rigging, animation and implementation.


