
ALL WORK IS MINE UNLESS OTHERWISE STATED (***)
Key responsibilities:
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Created PBR assets, including modular architectural kits and unique hero props, directly contributing to the visual identity of campaign and multiplayer levels.
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Scanned and created highly realistic assets using photogrammetry, which were then optimized for real-time use.
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Owned the environment work and world-building for key areas of maps such as HighRise, Reactor, and level re-skins, from initial blockout to final polish.
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Created the principal visual design for the Airborne multiplayer map, ensured all environment art assets closely aligned with the design for consistency, and guided the team to final delivery.
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Collaborated cross-functionally with Level Design and Lighting teams to ensure environments not only met high visual standards but also supported core gameplay and performance metrics on consoles and PC.
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Utilized Perforce to collaborate on a multi-division production and minimize the risk of data loss.
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Collaborated with the narrative team to translate key story moments and character backstories into environment art, creating an immersive player experience.
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Managed the complete outsourcing pipeline for environment art, coordinating with multiple external vendors to ensure the timely delivery of all assets.
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Conducted quality assurance reviews on all outsourced assets to ensure they met the demanding visual and technical standards of the Call of Duty franchise.

LEVEL:Airport Airborne
I led the art design and 3D modeling of the "virus." (3D done with Substance Designer)




Screenshot credit: Tyler Brenot-Rahman (Colleague)
LEVEL: CRASH SITE



***I contributed to the overall look here, as well as design and modeling



LEVEL: HIGHRISE




Responsible for assets only
Responsible for assets only


LEVEL: REACTOR


Responsible for the vents and structure




Responsible for the parachute/cargo
Responsible for the pallet in the center
LEVEL: DANGER CLOSE




Responsible for the destruction of the water towers, antennas, domes, and some crates
MULTIPLAYER LEVELS
Screenshots are currently under review... Stay tuned!
Thesis film: Decoy (Quixel Assets used)


Here are some of the references I used:

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Asset Breakdown



