Call of Duty: World War II

Acted as lead environment artist on Ambush campaign mission; oversaw all environment art production by Raven art team on this map. Worked closely with Joe Koberstein to realize his art direction for the map.

Here are the great environment artists I had the pleasure of working with on this title:
Adrian Campos - https://www.artstation.com/acampos
Thomas Hamilton - https://www.artstation.com/thomashamilton
Angelo Person - https://www.artstation.com/angeloperson
Ryne Petersen - https://www.artstation.com/rpetersen

Overview shot of the plane maintenance area of the airbase. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Overview shot of the plane maintenance area of the airbase. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Plane maintenance area. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Plane maintenance area. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar exterior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar exterior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar exterior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar exterior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar interior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Small airplane hangar interior. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials.

Communications building. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials. Created the plaster materials used on exterior.

Communications building. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials. Created the plaster materials used on exterior.

Communications building. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials. Created the plaster materials used on exterior.

Communications building. Responsible for world building which included set-dressing, terrain and architecture construction, as well as material blend treatments utilizing custom and pre-existing materials. Created the plaster materials used on exterior.

Slush base material created procedurally in Substance Designer which allowed for authoring many variations that helped with blend treatments.

Slush base material created procedurally in Substance Designer which allowed for authoring many variations that helped with blend treatments.

Plaster base material created procedurally in Substance Designer. I was able to create a suite of tools for large cracks and damage quickly utilizing designer to quickly dress the walls of the communication building.

Plaster base material created procedurally in Substance Designer. I was able to create a suite of tools for large cracks and damage quickly utilizing designer to quickly dress the walls of the communication building.