City Champ

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project overview

City Champ is a Mixed Reality multiplayer experience that combines physical movement with digital gameplay in a futuristic arena environment.

project type

XR Game Environment

year

2024

my role

Art Director & Designer

client

CityChamp

process

As Art Director and Lead 3D Artist, I shaped the visual identity of the game and created the primary player space. I established a sci-fi aesthetic that balanced visual impact with the technical constraints of MR/VR performance, ensuring the digital environment enhanced rather than competed with the player's physical space. Beyond environment design, I revamped the in-game UI to align with the futuristic visual direction and improve player readability during fast-paced gameplay.

As Art Director and Lead 3D Artist, I shaped the visual identity of the game and created the primary player space. I established a sci-fi aesthetic that balanced visual impact with the technical constraints of MR/VR performance, ensuring the digital environment enhanced rather than competed with the player's physical space. Beyond environment design, I revamped the in-game UI to align with the futuristic visual direction and improve player readability during fast-paced gameplay.

As Art Director and Lead 3D Artist, I shaped the visual identity of the game and created the primary player space. I established a sci-fi aesthetic that balanced visual impact with the technical constraints of MR/VR performance, ensuring the digital environment enhanced rather than competed with the player's physical space. Beyond environment design, I revamped the in-game UI to align with the futuristic visual direction and improve player readability during fast-paced gameplay.

key contributions

  • Art Direction: Defined the sci-fi visual language for the game, establishing lighting, material, and architectural guidelines that created an engaging futuristic atmosphere while respecting Mixed Reality design principles.

  • Environment Design & Optimization: Modeled the complete lobby environment in Blender, optimizing the entire space to 15K polygons to ensure smooth performance during multiplayer MR/VR sessions without sacrificing visual quality.

  • UI Design: Revamped the in-game user interface to match the sci-fi aesthetic, improving visual consistency and enhancing readability for players during active gameplay.

  • Technical Implementation: Executed in-engine light baking to achieve rich, atmospheric lighting while maintaining performance targets, balancing visual fidelity with real-time rendering constraints.

  • Art Direction: Defined the sci-fi visual language for the game, establishing lighting, material, and architectural guidelines that created an engaging futuristic atmosphere while respecting Mixed Reality design principles.

  • Environment Design & Optimization: Modeled the complete lobby environment in Blender, optimizing the entire space to 15K polygons to ensure smooth performance during multiplayer MR/VR sessions without sacrificing visual quality.

  • UI Design: Revamped the in-game user interface to match the sci-fi aesthetic, improving visual consistency and enhancing readability for players during active gameplay.

  • Technical Implementation: Executed in-engine light baking to achieve rich, atmospheric lighting while maintaining performance targets, balancing visual fidelity with real-time rendering constraints.

  • Art Direction: Defined the sci-fi visual language for the game, establishing lighting, material, and architectural guidelines that created an engaging futuristic atmosphere while respecting Mixed Reality design principles.

  • Environment Design & Optimization: Modeled the complete lobby environment in Blender, optimizing the entire space to 15K polygons to ensure smooth performance during multiplayer MR/VR sessions without sacrificing visual quality.

  • UI Design: Revamped the in-game user interface to match the sci-fi aesthetic, improving visual consistency and enhancing readability for players during active gameplay.

  • Technical Implementation: Executed in-engine light baking to achieve rich, atmospheric lighting while maintaining performance targets, balancing visual fidelity with real-time rendering constraints.