Construction of destoyed bunker entrance in Nuketown Island using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Construction of destoyed bunker entrance in Nuketown Island using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Construction of modular bunker tunnels for Nuketown Island using maya for the base, and using in-engine geo for the floor treatment. Set dressing tunnel using existing models, and texture mapping using existing textures and decals.
Construction of Nuketown Island bunker storage room using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Construction of stairwell leading into the storage room for Nuketown Island bunkers using in-engine geo, set dressing with existing models, and texture mapping using existing textures and decals.
Construction of flooded power room in Nuketown Island bunker using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals
Construction of destroyed yellow building in Nuketown Island using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Construction of destroyed yellow building in Nuketown Island using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Construction of hydraulic doors in the Fracking site using Maya for the construction and substance painter for the textures.
Construction of 2 vat containers in the Fracking site using in-engine geo, set dressing area with existing models, and texture mapping using existing textures and decals.
Call of Duty: Black Ops 4 - Blackout
Environment Artist on Blackout
Responsible for the construction of the Yellow building on Nuketown Island, the underground bunker tunners, the bunker power room, the bunker storage room, the twin vats tower at Fracking site, and the Heavy hydraulic doors at Fracking site.
All areas were created using in-engine Geo/Bsp. Heavy hydraulic door was modeled in Maya and textured using substance painter. All areas were set-dressed using existing models, and textured mapped using existing materials and decals.
Art direction for level provided by Charles Morrow, Shaun Bell, and Jeff Degenhardt.