AAA game development is an amazing experience that takes a wonderful team of people
to bring into the world. My deepest respects to the High Moon team that brought this project to life.
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For this Black Ops map, I created a wide-liner game play environment with seven interiors and a boss arena.
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I collaborated with the art director and design team and rapidly iterated the layout.
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I created a modular architecture kit for this area made up of walls, doorframes, windows, ceiling panels, and a post and a beam kit.
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Using Marvelous Designer, I created the worn and funky retro black light carpet assets.
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I brought this space from a super rough blockout to final art.
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While working closely with the concept team I researched and provided reference imagery and design intentions while in production.
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The architecture in yellow was all created by me and is a blend of BSP, modular architecture kits, and photogrammetry assets.
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A number of key architectural assets were created by me using Maya, like the theater signage and the roofing and corrugated panel kit.
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All the vehicles were created by the vehicle team.
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Burger Town is an incredibly well-established brand in COD and I was honored to build the first retro version of it.
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I researched vintage restaurants and collaborated with the concept art team to produce a dated but familiar aesthetic.
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The exterior is a combination of BSP, photogrammetry, and static meshes. The roof tiles were created in ZBrush.
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Invoking the past yet familiar interior design and achieving the desired cover was challenging and fun.
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I modeled and textured the entire interior and built most of the major assets like the tables, counters, signage, and partitions.
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Performance in this area was tricky due to several lines of sight that have lots of alpha layers.
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The set-dressing and decal pass as well as performance optimizations were also done by me.
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The final of my section of the map was the introduction of the heavy enemy type, a retro Juggernaut!
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While coordinating with the design team I developed industrial aesthetics that would facilitate a menacing experience.
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I came up with the grating under the main tanks to provide up-lighting for the stalking NPC.
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I took this area from rough idea to final art, modeling, texturing, set-dressing, collision, and performance optimizations.
COD Black Ops Cold War.