Games
Call of Duty: Black Ops 6As 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 IIIWhile 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 2.0As 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 III 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 ImmortalI 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 WorldsAhead 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 JamFor 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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