MODERN WARFARE III (2023)
Payload:
Work: Mountains, roads, river, bridge, and trees in the periph/vista
MODERN WARFARE II (2022)
KILL OR CAPTURE:
Work: Mountains, buildings, and trees in the periph/vista
WETWORK:
Work: Church, clocktower, and buildings in the periph around the marina
TRADECRAFT:
Work: Church and buildings in the periph
CARTEL PROTECTION:
Work: Mountains and trees in the periph/vista
CLOSE AIR:
Work: Mountains
HARDPOINT:
Work: Trees, terrain work, mountains, ocean, and waves
RECON BY FIRE:
Work: Distant hills, mountains, wind turbines, ocean, and waves
VIOLENCE AND TIMING:
Work: Mountains and buildings in the periph
EL SIN NOMBRE:
Work: Buildings, distant animated traffic/cars, and mountains in the periph/vista
DARK WATER:
Work: Periph Oil Rig (Clean and Destroyed)
ALONE:
Work: Periph Church in the background
Unfortunately, due to the sudden Microsoft acquisition layoffs, I am only able to provide screenshots of the work i did from the game
THE LAST OF US Part II (2020)
SANTA BARBARA:
SEATTLE:
BREAKDOWNs
DESCRIPTION
SANTA BARBARA:
Modeled / created materials for all of the Santa Barbara buildings in the wide
Placed trees around those buildings and mountains
Made edits to the mountains and coastline
Modeled / Created materials for the buildings behind the crops (with the exception of the building with wooden boards blocking the windows and the one with arches next to it in the second shot)
Modeled / Created materials for the buildings outside the playable area (behind the freeway and the train track, with the exception of the tall white warehouse building
Placed cars around the wreckage of the overturned truck (truck was already in the scene prior to my edits) and streets on the other side of the train tracks.
Placed tree cards on mountains
Placed trees on and made edits to mountains
SEATTLE:
Modeled / Created materials for the Theater building
Modeled / Created materials for the wide buildings surrounding the watchtower
Edits to ground and highway geometry, as well as material tweaks for better optimization
Tall orange / white buildng,
Square building infront of tall orange / white building,
Pier buildings and details (umbrellas and railings)
Aquarium. Higher resolution roofs for the aquarium and stadium, as well as the tentacles, added by Ryan Burke
Destroyed furniture building. Ac units, ivy, and other details added by Ryan Burke
Modeled hole in the roof of building / placed destruction cards and foliage around hole / edits to placement of ac units. Material work and ac placement done by Ryan Burke
Modeled destroyed section in side of the third apartment building and placed debris piles. Vertex painted destruction around the hole
General optimization, material integration, and vertex painting on the three tall apartment buildings
Modeled / created material for mid version of the FOB building.
Modeled / Created materials for the Cafe building
Modeled / Created material for mid version of the hotel
Breakdown:
Compilation of all the buildings I worked on. Includes beauty pass and wireframes.
InVeris Training Solutions (Police And Military VR Training)
All scenes were Set at a 100k tri limit and 15 material limit
Military Base:
Work: Terrain, road, buildings, signs, foliage, vista card. Rock assets were optimized by me from Poly Haven. Radar dish, control panel, and street lights were optimized by me from the Unreal Marketplace.
Tri count: 88k
Materials (Scene): 9
Bar:
Work: Pool table, light fixtures, alcohol bottles, and cash register. All other assets are from other sources like Quixel Megascans and were optimized by me to reach desired tri and material count.
Tri count: 95k
Materials (Scene): 12
Neighborhood:
Work: Sidewalk, terrain, light posts, mailboxes, foliage, vista houses and vista card. The majority of the other assets were downloaded from the Unreal Marketplace and were optimized by me to reach desired tri and material count.
Tri count: 91k
Materials (Scene): 15
Bridge:
Work: Bridges, flood control, metal railings, concrete walls, foliage, vista card. Small props and buildings were made by another artist and were optimized by me to meet desired tri and material count.
Tri count: 65k
Materials (Scene): 11