This is an area I was responsible for on for my thesis project, Protégé. I created the concept for the space and worked on everything ranging from level building, modeling, texturing, and lighting.
The scene was made using Unreal Engine 4. Textures were made using Substance Designer/Substance Painter and foliage was Megascans and tweaked in Photoshop. Assets were created and modeled in Maya and Zbrush.
I worked along side Peyton Varney and Max Frorer on Protégé to deliver a short, yet powerful experience. It was an absolute joy and pleasure to work with these two.