This project consisted of porting the video game Call of the Sea from PC and PlayStation 4 to Oculus Quest 2. My main task was to optimize the original game's art, modifying the artistic material as little as possible to maintain quality while meeting the technical requirements of the Quest 2.
To reduce draw calls and improve performance, I carried out the following actions:
- Polygon reduction in static meshes
- Remaking overly complex static meshes
- Creating texture atlases to unify and thus reduce the number of materials
- Retexturing assets
- Reviewing texture resolutions
- Grouping static meshes that share materials and merging them into a single static mesh
My colleague Félix Menéndez (technical and VFX artist) was responsible for creating all the materials, shaders, visual effects, and lighting.