This was a long-term project where I was an offline artist and a game artist all in the same project.  I would render things in Arnold and then port them into Unity.  I would look dev the assets in the engine as much as possible to match the pre-rendered content.  The hardware was the Pixel 1, so the hardware rendering was highly limited.  We would frequently get film assets and I would need to get them in the engine looking as good as possible and close to the pre-rendered reference(along with photo reference).  On top of all of that, I was the main artist responsible for making sure our assets were well optimized for performance on the mobile device.  I did lots of playtesting in headset to fix several art related bugs. 

Assets I worked on include the main scroll inside the shed, the mandrake, the map and all of the map elements, and many more.   

The floating paper in the shed was a fun challenge.  The paper needed to be a real-time game object, but it had to hold up to the pre-rendered photoreal background.  This required me to bake subsurface into the material’s emissive using custom masks that mirror the lighting in the shed.  When the objects animated I would then animate between several different textures to simulate the lighting changes on the paper. 

https://www.framestore.com/work/fantastic-beasts-and-where-find-them-vr?language=en

https://www.meta.com/experiences/pcvr/1658922804160546/

Credits: In the Framestore link