I worked on Call of Duty: Advanced Warfare’s Multiplayer Team which required a lot of content to be built from scratch. With the focus of each Multiplayer Map being Gameplay, there was a huge emphasis on allowing Designers to keep levels loose and uncommitted until the last moment possible in regards to content. Maximizing Gameplay-focused Iterations is key to any successful Multiplayer Level so it was important for artists to be flexible and creative while remaining faithful to a Designer’s tested Level Design.
Responsibilities: Modeling & Texturing (Props, Foliage, Nature), Optimization (Geometry, Materials, Textures & Drawcalls).
Special Thanks: Guy Beahm (Lead Designer), Justin Lamperski (Lead Environment Artist).
Note: All images were captured In-Studio using Sledgehammer & Activision’s proprietary Engine Tech.