Project Overview
Kestrel VR is a VR training simulation built with full hand tracking (no controllers), designed to teach safe and accurate handling, measurement, and banding procedures for kestrels.
In-game screenshot
In-game screenshot
My Art & Technical Contributions
- Built a production-ready kestrel rig designed for believable handling and precise deformation
- Weight painted and optimized deformation for wings, legs, neck, eyelids, and subtle head motion
- Structured the rig to support multiple animation layers and handling states
- Produced UI concept art and created the project logo / app icon set
Kestrel rig (my work)
Kestrel animation (Jaden Rogers)
Kestrel model in Unity (Jaden Rogers)
Credit: The kestrel model and the showcased animation were created by Jaden Rogers. My primary contribution was the rigging, deformation setup, technical support, and art leadership.
App Icon Set
App icon explorations created for the project branding.
Icon 1
Icon 2
Icon 3
Icon 4
Collaborative Asset Work
The kestrel character asset was a collaborative effort. Below are model visuals by Jaden Rogers, included here for context and proper credit.
Headshot (Jaden Rogers)
Model in Unity (Jaden Rogers)
Art Lead & Quality Control
- Established a quality control pipeline for models entering Unity
- Reviewed anatomical accuracy and real-world specificity of wildlife tools and assets
- Translated developer animation needs into clear, actionable tasks for artists
- Designed a model review system so artists could self-check in Unity
- Resolved pipeline issues caused by unclear animation and rig requirements