Shattered Sky Environment (Vex Mage)

This is the third gameplay level in Vex Mage: Shattered Sky. I wanted to get a dramatic bright outdoors level in the game to contrast will all the darker environments the players fight through. The skybox I made with a combination of Gaia generated terrain and custom sculpting, which I baked down into a cubemap. This level heavily uses a modular architecture set that I made for Vex Mage, and is ornamented with custom sculpted forms inspired by living and dead trees. Like in other levels, cormorant statues guard power ups, and a portal frame is where players must go to reach the level after this one. There are jump pads and teleporters positioned to help players get around more easily and to make a greater variety of gameplay routes.

All images are screenshots from in-game in Unity. Vex Mage is a hybrid flat mode and VR title, so all environments are optimized to run on mobile VR hardware. This is the flat mode or PCVR look, Quest 2 and Quest 3 have custom shader overrides and texture size limits. Everything in this scene was authored by me.

The sky is made with sculpted shapes from Zbrush made into transparent textures in a scene that is then baked down into a cubemap.

The sky is made with sculpted shapes from Zbrush made into transparent textures in a scene that is then baked down into a cubemap.

Serpent and Stalker enemies (authored by me) roam the level.

Serpent and Stalker enemies (authored by me) roam the level.

A view with one of the teleporters on a nearby platform.

A view with one of the teleporters on a nearby platform.

The huge support pillars exemplify some of the gold ornamentation I designed for the architecture in Vex mage.

The huge support pillars exemplify some of the gold ornamentation I designed for the architecture in Vex mage.

A further view from below showing lower platforms you can teleport back up from.

A further view from below showing lower platforms you can teleport back up from.

Ice and wood and sky!

Ice and wood and sky!