
Tom Varichon developed and integrated a range of 3D environment assets and systems for the OutcastsGameStudio/SR repository, focusing on level design, asset optimization, and collision detection. He created modular corridor and sector environments, implemented PBR materials and texture maps, and expanded gameplay areas with new props and interactive elements. Using Unreal Engine and UnrealScript, Tom refined collision hitboxes, optimized asset pipelines, and improved onboarding experiences through tutorial map enhancements. His work emphasized reusable asset structures, performance-conscious integration, and stable version control, resulting in visually consistent, immersive environments and streamlined workflows for both art and design teams throughout the project.

July 2025: Delivered StartCorridor Asset Optimization and Cleanup in OutcastsGameStudio/SR to improve runtime performance and asset management. The work focused on optimizing collision boxes within StartCorridor assets and removing unused files in the StartCorridor directory, enabling faster runtimes and a cleaner asset baseline. Implemented changes via the targeted commit and prepared for scalable asset maintenance.
July 2025: Delivered StartCorridor Asset Optimization and Cleanup in OutcastsGameStudio/SR to improve runtime performance and asset management. The work focused on optimizing collision boxes within StartCorridor assets and removing unused files in the StartCorridor directory, enabling faster runtimes and a cleaner asset baseline. Implemented changes via the targeted commit and prepared for scalable asset maintenance.
Summary for 2025-06: Delivered targeted gameplay-area enhancements, onboarding improvements, and visual polish across the SR project, plus a major bug fix that improves player movement fidelity. These changes strengthen the onboarding experience, expand interactive content, and elevate visual quality while maintaining a streamlined asset pipeline. Key features delivered: - StartCorridor Lighting and Post-Processing Polish: visual polish and consistency across the corridor using updated lighting and post-processing volumes. - Tutorial Environment Overhaul: New maps, doors, lights, and enabled door collisions for improved onboarding and guided exploration. - Lab Environment Visual Updates: Added window assets and updated the lab back wall visuals for a more immersive environment. - Reactor Room Asset and Sublevel: New Reactor Room asset with panels, grids, pipes, walls, and a new sublevel to support a forthcoming interactive area. Major bugs fixed: - StartCorridor Blocking Prevention and Collision Hitbox Refinement: Fixed player blockage during jumps and refined door frame hitboxes in the container map to ensure smooth traversal. Overall impact and accomplishments: - Enhanced player experience with reliable movement and reduced entry friction, improving first-time playthroughs and retention potential. - Expanded and modernized the SR environment: onboarding the new tutorial content, richer lab visuals, and a new Reactor Room area for future gameplay loops. - Streamlined asset integration and map iteration through a cohesive set of commits across lighting, collision, and environment assets. Technologies/skills demonstrated: - 3D level design and asset integration, with emphasis on collision systems and hitbox refinement. - Lighting, post-processing, and visual fidelity tuning. - Map/sublevel creation and tutorial content development. - Versioned asset pipelines and cross-team collaboration through structured commits.
Summary for 2025-06: Delivered targeted gameplay-area enhancements, onboarding improvements, and visual polish across the SR project, plus a major bug fix that improves player movement fidelity. These changes strengthen the onboarding experience, expand interactive content, and elevate visual quality while maintaining a streamlined asset pipeline. Key features delivered: - StartCorridor Lighting and Post-Processing Polish: visual polish and consistency across the corridor using updated lighting and post-processing volumes. - Tutorial Environment Overhaul: New maps, doors, lights, and enabled door collisions for improved onboarding and guided exploration. - Lab Environment Visual Updates: Added window assets and updated the lab back wall visuals for a more immersive environment. - Reactor Room Asset and Sublevel: New Reactor Room asset with panels, grids, pipes, walls, and a new sublevel to support a forthcoming interactive area. Major bugs fixed: - StartCorridor Blocking Prevention and Collision Hitbox Refinement: Fixed player blockage during jumps and refined door frame hitboxes in the container map to ensure smooth traversal. Overall impact and accomplishments: - Enhanced player experience with reliable movement and reduced entry friction, improving first-time playthroughs and retention potential. - Expanded and modernized the SR environment: onboarding the new tutorial content, richer lab visuals, and a new Reactor Room area for future gameplay loops. - Streamlined asset integration and map iteration through a cohesive set of commits across lighting, collision, and environment assets. Technologies/skills demonstrated: - 3D level design and asset integration, with emphasis on collision systems and hitbox refinement. - Lighting, post-processing, and visual fidelity tuning. - Map/sublevel creation and tutorial content development. - Versioned asset pipelines and cross-team collaboration through structured commits.
May 2025 monthly summary for OutcastsGameStudio/SR: Delivered corridor environment assets and integrated them into the game level, aligning art assets with level design to enhance immersion and gameplay fidelity. No critical bugs reported this month; focus remained on asset-to-level integration, performance-conscious implementation, and establishing a repeatable workflow for future asset additions.
May 2025 monthly summary for OutcastsGameStudio/SR: Delivered corridor environment assets and integrated them into the game level, aligning art assets with level design to enhance immersion and gameplay fidelity. No critical bugs reported this month; focus remained on asset-to-level integration, performance-conscious implementation, and establishing a repeatable workflow for future asset additions.
April 2025 performance summary for OutcastsGameStudio/SR: Delivered major corridor expansion features and stabilized corridor start workflow. Implemented corridor environment assets (walls, floors, doors, pipes, textures/materials), StartCorridorModule assets, and emissive art; integrated EndCorridor and TransitionCorridor into sublevel maps to enable expanded level-design workflows. Reverted the Corridor Start changes to restore stability after issues, ensuring a solid baseline for upcoming iterations.
April 2025 performance summary for OutcastsGameStudio/SR: Delivered major corridor expansion features and stabilized corridor start workflow. Implemented corridor environment assets (walls, floors, doors, pipes, textures/materials), StartCorridorModule assets, and emissive art; integrated EndCorridor and TransitionCorridor into sublevel maps to enable expanded level-design workflows. Reverted the Corridor Start changes to restore stability after issues, ensuring a solid baseline for upcoming iterations.
March 2025 performance summary for OutcastsGameStudio/SR: Focused on expanding the Tom V sector with enhanced environment assets and collision reliability, delivering tangible business value through improved visuals, map expansion, and asset integrity. This work strengthens gameplay immersion, asset pipelines, and QA readiness.
March 2025 performance summary for OutcastsGameStudio/SR: Focused on expanding the Tom V sector with enhanced environment assets and collision reliability, delivering tangible business value through improved visuals, map expansion, and asset integrity. This work strengthens gameplay immersion, asset pipelines, and QA readiness.
Monthly summary for 2024-12: Delivered Container_A Asset Integration for OutcastsGameStudio/SR. Implemented a new mesh, materials, and textures (BaseColor, Normal, ORM) and laid the groundwork for integrating Container_A into the game environment. This work enhances visual fidelity, enables faster iteration, and prepares the asset pipeline for future deployments across levels and scenes.
Monthly summary for 2024-12: Delivered Container_A Asset Integration for OutcastsGameStudio/SR. Implemented a new mesh, materials, and textures (BaseColor, Normal, ORM) and laid the groundwork for integrating Container_A into the game environment. This work enhances visual fidelity, enables faster iteration, and prepares the asset pipeline for future deployments across levels and scenes.
Monthly summary for 2024-11 (OutcastsGameStudio/SR) Key deliverables: - Implemented environmental materials and texture maps for concrete, metal, and sand to raise environmental fidelity. Assets include texture maps for ambient occlusion (AO), base color, height, metallic, normal, and ORM, enabling realistic PBR surfaces and easier scene composition for level art. Impact and value: - Enhanced visual realism of game environments, supporting higher-quality player immersion and reducing manual tweaking for level designers. This work lays the foundation for broader asset reuse across environments and faster iteration cycles. - Strengthened asset pipeline with comprehensive texture mapping, improving consistency across surfaces and enabling scalable material variants with minimal asset duplication. Technologies/skills demonstrated: - PBR material creation and integration, texture mapping (AO, base color, height, metallic, normal, ORM), asset management, version control (commit [ADD] Materials). Commits reference: - 741a82af0f69d01964d277ea14c5a6c045ebbe59 — [ADD] Materials Overall, the month delivered a significant upgrade to environment visuals and the asset workflow, contributing to better player experience and more efficient content creation.
Monthly summary for 2024-11 (OutcastsGameStudio/SR) Key deliverables: - Implemented environmental materials and texture maps for concrete, metal, and sand to raise environmental fidelity. Assets include texture maps for ambient occlusion (AO), base color, height, metallic, normal, and ORM, enabling realistic PBR surfaces and easier scene composition for level art. Impact and value: - Enhanced visual realism of game environments, supporting higher-quality player immersion and reducing manual tweaking for level designers. This work lays the foundation for broader asset reuse across environments and faster iteration cycles. - Strengthened asset pipeline with comprehensive texture mapping, improving consistency across surfaces and enabling scalable material variants with minimal asset duplication. Technologies/skills demonstrated: - PBR material creation and integration, texture mapping (AO, base color, height, metallic, normal, ORM), asset management, version control (commit [ADD] Materials). Commits reference: - 741a82af0f69d01964d277ea14c5a6c045ebbe59 — [ADD] Materials Overall, the month delivered a significant upgrade to environment visuals and the asset workflow, contributing to better player experience and more efficient content creation.
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