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