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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.

  • Scanned and created highly realistic assets using photogrammetry, which were then optimized for real-time use.

  • 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.

  • 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.

  • 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.

  • Utilized Perforce to collaborate on a multi-division production and minimize the risk of data loss.

  • Collaborated with the narrative team to translate key story moments and character backstories into environment art, creating an immersive player experience.

  • Managed the complete outsourcing pipeline for environment art, coordinating with multiple external vendors to ensure the timely delivery of all assets.

  • 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

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

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LEVEL: HIGHRISE

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Responsible for assets only

Responsible for assets only

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LEVEL: REACTOR

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Responsible for the vents and structure

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Responsible for the parachute/cargo

Responsible for the pallet in the center

LEVEL: DANGER CLOSE

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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)

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Here are some of the references I used:

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Asset Breakdown

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