Ben Davies
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Games


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Call of Duty: Black Ops 6

As the first Call of Duty title to be developed in a shared repository, Call of Duty: Black Ops 6 required significant cross-studio collaboration. I was responsible for developing several new tools to streamline the art review process, improve asset usage tracking, and enable procedural content workflows. One of the most exciting features I worked on was the Weather Grid Volume (WGV) system, which enabled adaptive weathering on characters and vehicles.

As a direct result of my contributions, I was selected to present a portion of my work at the annual Activision-Blizzard Studio Summit.
​Coming Soon

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Call of Duty: Modern Warfare III

While working on Call of Duty: Modern Warfare II and Warzone 2.0, I was asked to assist with the development of Modern Warfare III. My contributions were mainly behind-the-scenes, and included addressing graphical bugs, assisting with carry-forward content from Modern Warfare II, updating tools I owned, and developing new tools to improve our character production workflow.
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Call of Duty: Warzone 2.0

As a technical artist on this free-to-play first-person shooter, I helped balance visual fidelity and performance, while also creating tools to streamline content production. I produced systems that allowed developers to easily track open-world map performance, and alert us to asset usage issues. Within the first five days of release, Warzone 2.0 would register over 25 million players.
Coming Soon

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Call of Duty: Modern Warfare II

I acted as a technical artist on this first-person shooter developed by Infinity Ward and published by Activision. My responsibilities included developing automated tools and scripting, addressing graphical and performance bugs, and providing documentation and support to other developers. The release of the title would break franchise records, surpassing $1 billion in sales within the first ten days.
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Not Quite Immortal

I acted in dual roles as the environment and technical artist on this supernatural puzzle platformer. My responsibilities included reworking the art style when the game pivoted from 2D to 2.5D, producing all 3D models used in the game, setting up assets in-engine, creating shaders, and building art pipeline tools.
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LEGO Worlds

Ahead of the worldwide release of LEGO Worlds in 2017, I worked with the development team at TT Games to design models for inclusion in the game and use in the marketing campaign. The models I designed were featured prominently at E3 2016, game preview events, and in marketing materials.
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Unity X LEGO Game Jam

For the 2021 Unity x LEGO game jam, I set out to create a short proof-of-concept for a medieval RTS game. Apart from the LEGO brick meshes provided, all assets and code were created from scratch over the course of a month.
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Projects


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LEGO Tool Scripts for Maya

The LEGO Tool Scripts for Maya is a collection of complementary tools designed to simplify the process of constructing 3D LEGO models for use in games and rendering. Features include custom Material and Part Browsers, which retain a realtime connection to an underlying database.
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Halftone and Hatching Shader

For a course on graphics programming, I set out to create a GLSL shader based on the stylized shading found in printed media. The shadows were blended with diagonal hatching, while the specular highlights were fed through a halftone function. To allow for post-processing, the shader was optimized to use Multiple Render Targets (MRT).
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Lip Syncing Utility

For an advanced course on animation programming, I prototyped a system in Unity for automatically syncing mouth shapes (phonemes) to audio, based on a text transcription. An underlying Python layer was used to convert text to phonetic data, which was then mapped to the audio data to derive phonetic timing data. This data was then visualized on a mouth using blendshapes, controlled by C#.
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Ambient Occlusion Vertex Baker

As a companion to Maya's prelight utility, I created a tool for rapidly baking ambient occlusion to vertex colors. This deceptively simple tool required under-the-hood features such as UV packing, baking to textures, and automated attribute transfers.
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Clothesline Tool (Houdini)

To help quickly populate scenes, I built a Houdini tool for procedurally generating clotheslines based on a simple 2-point input spline. Through the parameter interface, artists were given full control over wire slack, radius, and divisions, pulley radius and divisions, and an under-the-hood cloth simulation.
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Procedural Rake Brush

To simplify the process of stylized texture creation, I developed a bespoke Substance Designer node capable of generating procedural rake brush strokes while allowing for full art direction via parameter interface.
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Warpage Generator

Surface warpage can be a key to photorealism when digitally rendering a model, but is surprisingly rare in real-time graphics. To solve this issue, I created a custom generator for Substance Painter that allows artists to quickly simulate the physical warping of an object's surface.
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©2026 Benjamin Davies​
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