BEES in Space(VR): Puzzle-Adventure VR Game

To safeguard our future, a bio-lab has been launched into space to research how both bees and flowers respond to being in space. However, during the mission, while everyone has returned to Earth to gather materials, both Earth and the station get hit by a huge meteor shower. Luckily, Queen, the AI onboard has stabilized the ship just enough so you don’t die. It’s up to the player to fix the ship, rescue plants and the bees. Who knew taking care of plants could be so hectic!
This VR experience was made in Unreal Engine 4.
Bees in Space is a team effort. Our team consists of Harrison Diehl (tech lead, lighting artist), Bree Levy (Level designer, modeller), Bridget Longo (prop modeller), Nic Tiberio (concept artist), Sarah Yandell (prop modeller), Erin Miller (Texture artist), and me (Texture and Tech artist.)

In the early stages, our team started off by pitching our individual ideas and deciding on which one we like best. We drew inspiration from Wall-E and Among Us. We knew we had to start optimising early on since the game will have to run on Quest1.

In the early stages, our team started off by pitching our individual ideas and deciding on which one we like best. We drew inspiration from Wall-E and Among Us. We knew we had to start optimising early on since the game will have to run on Quest1.

I looked at a lot of visual references ranging from the interior of NASA space station to some sci-fi interior designs. 

I looked at a lot of visual references ranging from the interior of NASA space station to some sci-fi interior designs. 

Based on the references, I drew a concept sketch for the bay area so that my team had a clearer picture of what we should aim to achieve. I tried to keep the assets not too sleek and more industrial-looking here.

Based on the references, I drew a concept sketch for the bay area so that my team had a clearer picture of what we should aim to achieve. I tried to keep the assets not too sleek and more industrial-looking here.

One of the techniques we utilised was texture atlas. As I made these atlases, I always kept in mind what assets the player would be seeing frequently in each frame.

One of the techniques we utilised was texture atlas. As I made these atlases, I always kept in mind what assets the player would be seeing frequently in each frame.

I also had to take into consideration which assets will be used throughout the level and which ones will be used only once.

I also had to take into consideration which assets will be used throughout the level and which ones will be used only once.

Modeled and textured by me.

Modeled and textured by me.

Modeled and textured by me.

Modeled and textured by me.

Textured by me. Modeled by Bree Levy

Textured by me. Modeled by Bree Levy

Textured by me. Modeled by Bree Levy

Textured by me. Modeled by Bree Levy

Textured by me. Modeled by Bree Levy

Textured by me. Modeled by Bree Levy