Xandar from Deadpool VR

The station's engine room. I collaborated with Rian Smith to make this space

The station's engine room. I collaborated with Rian Smith to make this space

Unlit and wireframe views of the engines

Unlit and wireframe views of the engines

I created everything in the image except the particle effect and the distant weapon cabinet

I created everything in the image except the particle effect and the distant weapon cabinet

This wall is pretty strangely shaped, but that's because the Design department wanted a wall that would provide partial cover without fully blocking line-of-sight to the grapple point. Deadpool VR has no crouch feature, so it couldn't be a half-wall

This wall is pretty strangely shaped, but that's because the Design department wanted a wall that would provide partial cover without fully blocking line-of-sight to the grapple point. Deadpool VR has no crouch feature, so it couldn't be a half-wall

Another view inside the engine room

Another view inside the engine room

View when entering the transit hub of the station. I'm almost exclusively responsible for the design and creation of this hub. The bright blue lines around the perimeter of the image are from a Novacorps helmet's heads-up display. Brood goo by Brian Hall.

View when entering the transit hub of the station. I'm almost exclusively responsible for the design and creation of this hub. The bright blue lines around the perimeter of the image are from a Novacorps helmet's heads-up display. Brood goo by Brian Hall.

The center of the transit hub, looking left

The center of the transit hub, looking left

The center of the transit hub, looking right, after Nova's arrival

The center of the transit hub, looking right, after Nova's arrival

Transit hub mezzanine

Transit hub mezzanine

Another view from the mezzanine

Another view from the mezzanine

UV unwrapping those stairs was a pain in my neck because of the way the steps blend with the railing, but I conquered

UV unwrapping those stairs was a pain in my neck because of the way the steps blend with the railing, but I conquered

The player exits the hub this way

The player exits the hub this way

Inside a corridor connected to the transit hub

Inside a corridor connected to the transit hub

Another view inside the traffic control room. The monitor and console were not mine

Another view inside the traffic control room. The monitor and console were not mine

Another view inside the traffic control room. The consoles were not mine

Another view inside the traffic control room. The consoles were not mine

I was responsible for most of this traffic control room

I was responsible for most of this traffic control room

I worked with Becky Lin on the destroyed version of this boss-fight room. Brian Hall created the glowing laser cuts that run across the walls. The undamaged room was created by Bryan Lian.

I worked with Becky Lin on the destroyed version of this boss-fight room. Brian Hall created the glowing laser cuts that run across the walls. The undamaged room was created by Bryan Lian.

These windows were used in a few places in the level. They were created partially in Substance Designer, and partly in Substance Painter. Diffuse texture only (there's no specular lighting and no reflections in the game, at all)

These windows were used in a few places in the level. They were created partially in Substance Designer, and partly in Substance Painter. Diffuse texture only (there's no specular lighting and no reflections in the game, at all)

Highlights of my environment art work on the Spirit of Xandar level in Deadpool VR. Of note: I made the library of Substance Painter smart materials which got used throughout this level. Also of note: the game did not use specular lighting or reflections at all, so things like metal and glass had to have faked gloss and reflectivity.

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Date
December 4, 2025