As Art Lead working on "First Contact" for the Oculus Quest I worked on and oversaw the reworking of the entire First Contact project to be per formant and visually identical(or very close) to the original.
The most artistically gratifying elment was the lighting pass which took lots of itteration. A lot of thanks goes to James Hill for his help. Most of the job was improving perf by reducing draw calls.
I onboarded and worked with a small team of outsourcers and a few sharp shooters. Stuart Cunningham handled anything Houdini related. They call him the Houdini Weenie and again James Hill did magic getting FX to look great and be performant.
First Contact for the Oculus Quest I was a highly technical project where I we took a AAA quality VR experience made for PC and made it look very close to the original running on the Quest. I didn't make the art, but every asset was reworked.
A big part of this project was the lighting aspect of the project. Lighting the Quest version to match the PC version as close as possible was tricky but we pulled it off.
It was my responsibility to light the space and retain the look and feel.