A public demo is available now on SteamVR. My responsibilities included everything from high-poly sculpts to full-body animation rigs, as well as developing utility scripts for animators. With a hard limit of 25K triangles per character and fewer than 160 joints, the process required multiple iterations. I wished for more time to refine topology and UVs, (which also led me to rewrite the official RizomUV Maya Bridge to prevent the creation of multiple namespace entries and preserve material assignments when packing and importing UVs in place. My updated Maya Bridge has replaced the official 2018 version and is available on my GitHub)