Location Based VR

NomadicVR

Nomadic was my first time working in VR — and my first time working at a startup. It was scrappy, physical, experimental — and deeply creative. I had a lot of freedom, and figured my way through ambiguity, doing things that had never been done before.

The premise

Nomadic operated on a modular “kit of parts” system including physical props, vibrating platforms, bridges and steps, fans, and other environmental set pieces

One of my jobs was to find ways to deliver completely different experiences, by reconfiguring these parts, and envisioning a compelling thematic VR wrapper

We initially launched a gritty, urban sci-fi experience.
We later complemented it with a whimsical, fantasy child-like world.
Then we dove into horror with a zombie experience for Arizona Sunshine.

What I did

As Principal Artist, I:

  • Concepted flagship characters and world-building directions

  • Designed and refined level layouts

  • Polished environments, lighting, and VFX

This was also my first experience working in Unreal Engine and in a PBR pipeline, using Substance

Impact

  • Helped define Nomadic’s visual identity during formative growth

  • Created adaptable world designs that supported multiple IPs

  • Built immersive VR experiences that blended physical and digital interaction

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