Website powered by

Barbaria Props

As a VR game, we planned to have a lot of interact-able elements and everything was either health or weapons at one point.

I designed most of them to resemble axes and maces.

I designed most of them to resemble axes and maces.

These light sources weren't meant to be interact-able, but I designed them either to look dangerous or weapon-like, or hint at some kind of ancient blood god religion.

These light sources weren't meant to be interact-able, but I designed them either to look dangerous or weapon-like, or hint at some kind of ancient blood god religion.

Then environments needed to have epic building elements somewhere between temple and dungeon that were awe inspiring, but too brutal to be described as grandiose. Everything got a roughly sculpted look and I added lava to make it even more elemental.

Then environments needed to have epic building elements somewhere between temple and dungeon that were awe inspiring, but too brutal to be described as grandiose. Everything got a roughly sculpted look and I added lava to make it even more elemental.

Pillar explorations - exploring massive, but also crumbling from the aftermath of infinite battles. I even designed a pillar to take on the aspects of weapons.

Pillar explorations - exploring massive, but also crumbling from the aftermath of infinite battles. I even designed a pillar to take on the aspects of weapons.

Magical doors - larger than life, these needed to evoke the unworldly powers that existed in Barbaria, hint at a mysterious blood god or just seem like something worse waits on the other side.

Magical doors - larger than life, these needed to evoke the unworldly powers that existed in Barbaria, hint at a mysterious blood god or just seem like something worse waits on the other side.