For Modern Warfare Remastered,I worked primarily on terrain and natural world building. Responsibilities included terrain sculpting, painting, and propping as well as final optimization. I also worked on several hard surface props and buildings bringing them to a polished next generation quality.
For this project, I was responsible for creating both industrial, hard surface environments as well as organic, hell landscapes for the multiplayer portion of the shipped game. Modo and Zbrush were the predominate tools used, as well as working in Id Tech to implement my work into the game. I was responsible for taking block out meshes to finish, complete with materials and optimization.
For Halo:Master Chief Collection, I was responsible for creating all rocks and terrain to remaster the classic Halo 2 Multiplayer Map Zenith(Ascension). I used Zbrush and Maya as well as the proprietary Halo engine to implement the models. I also created several hard surface structures for the map StoneTown(Zanzibar).
For this project I was responsible for creating props and environments in multiple maps for Halo 4's extensive DLC. My responsibilities included creating models from concept, pushing environments from the early block-out stage to finished in game assets,and working with level designers to create believable, true to Halo style environments in a fun and playable space.