Jank Jumpers VR

Key art for the Meta Quest storefront.

Key art for the Meta Quest storefront.

Early character concept. At this point I was exploring an idea where gameplay was more treacherous with varied traps and stylized gore.

Early character concept. At this point I was exploring an idea where gameplay was more treacherous with varied traps and stylized gore.

Concept for a badging system to keep track of achievements using specific decals applied to the players hands. The technical solution for applying these decals was ultimately out of scope. Decals pulled from web - not designed by me.

Concept for a badging system to keep track of achievements using specific decals applied to the players hands. The technical solution for applying these decals was ultimately out of scope. Decals pulled from web - not designed by me.

3D character concept in Nomad before we decided to omit the torso and legs.

3D character concept in Nomad before we decided to omit the torso and legs.

Early character concept with different proportions. The idea was to keep character generic and performant, and to give ourselves a neutral template for future cosmetics. We ultimately went with a cuter proportions - this was feeling too crash-test dummy.

Early character concept with different proportions. The idea was to keep character generic and performant, and to give ourselves a neutral template for future cosmetics. We ultimately went with a cuter proportions - this was feeling too crash-test dummy.

Concept for star badging system to keep track of achievements. We ultimately used 3D stars with different colors.

Concept for star badging system to keep track of achievements. We ultimately used 3D stars with different colors.

Early sketch describing the floating world layout with a central origin hub. The lines illustrate how we could connect crags with platforming splines.

Early sketch describing the floating world layout with a central origin hub. The lines illustrate how we could connect crags with platforming splines.

Keeping it bright in true Obby fashion! I modeled the character assets.

Keeping it bright in true Obby fashion! I modeled the character assets.

Key art for the Meta Quest storefront. Wider AS ratio.

Key art for the Meta Quest storefront. Wider AS ratio.

https://www.meta.com/experiences/jank-jumpers/25403846412601462/?srsltid=AfmBOooa3FsHKSzrRRk-N05-jzFmiHzKJOnPqcDKR2BO-fdc0eylKwBa

I worked on a short term, early access VR game Jank Jumpers. The concept was to make a social-first Obby game, where players are motivated to scale giant crags with friends. The challenge was to make a game that was incredibly vast in scale while maintaining performance. We kept the visuals similar to other obbies (colorful and simplistic) and added our own brand of character and charm on top. This project took us just over a month with no advanced planning and it was a great time.

On this project I wore many hats: AD, concept, 3D modeling, game design, level design, UI.