It’s your first day at your new job!
There’s tighter border restrictions for robots and it’s your job to check their credentials. Evaluate their travel pass, scan them for contraband and make sure they’re safe to enter. Each day brings new rules, gadgets and robots, it’s up to you to make the decisions!


I worked on Border Patrol as lead artist and art director at Paw Print Games. It is currently available to demo on Steam.

As a fully motion controlled, room scale VR experience, Border Patrol requires you to interact with various objects and tools in order to process each robot that comes to your booth. Our primary goal was to create a fun and light-hearted experience that gives the expected feedback to the player to ensure they feel fully immersed in another world.

My responsibilities included:

  • Overall art direction and research & development
  • Exploring different artistic and technical ideas considering the limitations of VR
  • Task and time management for art team
  • Modelling, texturing and lighting environments
  • Particles and VFX
  • Shader creation
  • Working to keep art consistent across various platforms including PS4 VR

Visual Breakdown

The visual inspiration for Border Patrol was cyberpunk meets Pixar. I wanted to take the key elements of cyberpunk – bright neon lights, a built up metropolis, full of technology and gadgets – but removing the grungy, dark element of cyberpunk and replacing it with the bright and fun elements of Pixar style visuals. I wanted to bring this idea to life through bold and chunky style modelling in the environments and lots of colour in the right places.

Animation and VFX


One of the key elements for Border Patrol was that the robots needed to be front and centre, as they were the main element of game play. It was important the player felt immersed in the world, and that the robots were there with them. The video below demonstrates how robots can be pulled in any direction during inspection mode. This was done via blending 3 animations, where the weighting of which animation plays is dependent on the angle at which you pull the robot.

Another important feature was interactions with gadgets. We wanted to ensure all objects felt grounded and gave you the feedback you expected. This was challenging, and was an on-going area of research and development. One of the ways we intended to achieve this was by ensuring all the gadgets and tools in the game were interesting to pick up and use. We wanted to incorporate moving parts to gadgets, interactive screens and animated textures to ensure using every gadget felt fun and intuitive.