Website powered by

Zombieland Headshot Fever: Reloaded, Smartik Office

Zombieland Headshot Fever: Reloaded is a PSVR2 remaster of it’s Quest predecessor. The original game was made with a high-to-low poly pipeline, and lots of these high-poly assets remained in the dev files. Our Reloaded pipeline involved adjusting these high-poly assets to a mid-low-poly range, rejigging their shape and texturing to match the new toon art style. We called this whole process “upres-ing”.

As well as updating the assets visually, upres-ing also involved bringing our existing props and scenes to more of a breathing life: deconstructing our previously entirely solid meshes, and giving them adjustable elements in their internal hierarchies that we could tweak in-scene. I would also add damage, things like adding physical rips of geometry. Also, the capabilities of the PSVR2 meant we could have a lot of fun set dressing; we got to throw in a lot of personality props, and decals.

Along with upres-ing props, I also made lots of new assets, and created new materials for use across our scenes.

Please take the time to view the rest of the team’s portfolios, linked here!
https://www.artstation.com/trawler
https://www.artstation.com/mikeystar
https://www.artstation.com/emilyjaynedavison
https://www.artstation.com/adam_fautley
https://www.artstation.com/joefarkas
https://www.artstation.com/louis-clegg
https://www.artstation.com/harrisonstanley
https://www.artstation.com/sofisunshine
https://www.artstation.com/minderina
https://www.artstation.com/david_grant
Carolina Leiva - Graphic Design https://www.behance.net/CaritoLeiva

I upres'd most of the structural elements, and lots of props in this scene. I also created the floor hole - it went through a few different iterations. I think the panelled carpets definitely worked well with the outline toon shader in the end!

I upres'd most of the structural elements, and lots of props in this scene. I also created the floor hole - it went through a few different iterations. I think the panelled carpets definitely worked well with the outline toon shader in the end!

Carolina's Graphic Design is used heavily throughout this scene (linked in the side)

Carolina's Graphic Design is used heavily throughout this scene (linked in the side)

We got a lot of mileage out of upres-ing the existing props in the scene. Here are newer elements I introduced.

We got a lot of mileage out of upres-ing the existing props in the scene. Here are newer elements I introduced.