Stranger Things VR
As a technical artist at Tender Claws, I created, implemented, and optimized a wide variety of art in engine.
This included VFX, dynamic lighting, stylized shaders, procedural creature animations, set dressing, modeling and optimizing environments, interactive props, implementing story sequences, and debugging anything that looked wonky!
Released February 2024.


One of my early projects was to write a lighting tool that artists could use to create varied flickering light behavior in spooky sequences. See my dynamic lighting work on this project here.
I programmed a state machine that allows these spiders to traverse any uneven surfaces, cross inner and outer corners, drop downwards on a thread, ragdoll if telekinetically grabbed by the player, and be crushed to death on impact. These spiders could then be peppered on any surface throughout the game to add some scary spice!
I created a hallway system that repositions the Rainbow Room behind every interactive door. Because of this only one copy of the Rainbow Room is needed, preventing overlapping meshes in limited space and cutting down on geometry.
As part of this system, I also wrote the door behavior; the doors can be opened on either side, automatically close if the player moves out of range, can be grabbed open again before it fully closes, lock and unlock throughout the narrative sequence, and works as a single door or double doors.
More info here: https://tenderclaws.com/strangerthingsvr