I built a system using Houdini and NVIDIA Ansel to capture the high-end PC environment and port it to mobile with minimal loss in visual quality.
Daydream did not have positional tracking at the time, so I was able to build this system with that locked position in mind.
This was an R&D project to explore if we could create a VR experience for high-end PC and have a parallel experience for mobile.
For the PC version I was responsible for lighting, environment design and layout. For the mobile version we targeted Google Daydream. Other art contributions from Sherif Habashi (environment) Tanner Ellison and Jason Holt (characters not shown) and Colin Foran (art direction)