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Trailer
Outpost Horizon
Outpost Horizon is a two player cooperative VR and mobile game. Set in the near future, players work for the Icarus Foundation, one of the world’s largest conglomerates. Players work together to repair the Outpost Horizon 4, a mostly automated offshore facility with a dark past. The VR player will perform repairs as the mobile player directs them, controls essential systems, and hopefully gets their partner through the workday.
This project was developed during the span of a semester by 5 students mastering in Digital Arts and Sciences.
Gameplay Footage
Role & Experience
Substance Painter Workflow
Our assets were textured in Substance Painter using a combination of preset materials, stencils, and hand painting techniques. The outlines present on every edge are a blend of hand painting and an outline shader. Due to technical limitations, we found that the shader wasn’t defining the internal angles as much as we would like, which meant that these outlines had to be manually painted onto the edges of every art asset. Thankfully, the outline shader and the painted outlines ended up supplementing each other quite well stylistically.
These bold hand painted outlines were made using a black fill layer with maximum roughness and metallic levels. The opacity channel was also used when necessary. Earlier assets were almost entirely outlined by hand, using the margins of the UV shells as a guide when possible. However, as the development of the game’s assets progressed, the modeling and texturing process became even more coordinated. Brendan, our lead modeler, was quick to take note of my texturing workflow, and, by maintaining a consistent channel of communication between us, he was able to optimize his UVing process in a way which complimented my workflow. The most significant instance of this was when I gave him some positive feedback regarding some beveled edges in one of his models. The increased inclusion of beveled edges in future models expedited my outlining process even further.
After this, my texturing process became: use the fill tool to completely fill a section of the model with the black mask of the outline layer, then use the fill tool again to “erase” the middle segment of that UV shell while leaving out the beveled edges. This easy process left me with neatly lined edges. For an example of what this process looked like, the “making-of” trailer of Outpost Horizon shown above includes some footage which showcases this optimized state of my texturing workflow.
Asset Variations

From the early stages of our game's development, I knew texturing every item in our necessary assets list would be an incredibly difficult and time consuming task- even without all of the stretch goal items which I was determined to reach. Still, I was reluctant to cut corners, as I wanted for the environments to feel diverse and full. As such, from the early stages of development, I constantly thought of ways in which I could easily create new texture variations of the same asset.

To achieve this, I was meticulous in the organization and naming of my layers and folders, as I wanted to ensure that I could revisit my files at a later date and find exactly what I needed as quickly as possible. I also made ample use of fill layers and layer masks.
The images shown above showcase our “vault door” asset- an asset created early in the game’s development which I modeled, animated, UVed and textured myself. With these two assets side by side, it is obvious that some decals remained in the same position. This is because, after duplicating the Substance Painter file, the first thing I did was create a new white mask on the folder with all the decals and “erase” the majority of them. Then, I used the same techniques I had done on the previous iteration of this texture to create a few new decals and stickers for variation. After that, I simply changed the color of the fill layer to change the color of the door and changed the text for the door’s code. This process was incredibly simple and it very quickly created a new iteration of this door texture with just the right amount of uniqueness.


Asset Showcase

Awards / Recognition

UF's Digital Worlds Institute awarded Outpost Horizon with the "Outstanding Achievement in Augmented & Virtual Reality" award - the highest honor for a VR game granted at the Convergence 2024 game showcase!
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