Call of Duty: Advanced Warfare - Environments

Various environments I worked on for Call of Duty: Advanced Warfare.

Responsible for scene construction and dressing from block-in to final.

Responsible for scene construction and dressing from block-in to final.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for scene construction and dressing from block-in to final. Created displaced ice sections with already existing scalloped ice material.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene blocked in and detailed primarily by Sean Thurler.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene block-in and detail primarily by Alex Kreeger and Ryne Petersen.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene block-in and detail primarily by Alex Kreeger and Ryne Petersen.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene block-in and detail primarily by Alex Kreeger and Ryne Petersen.

Responsible for the final push of polish later in the dev cycle. Polish involved geometry, blend, and dressing adjustments as well as performance optimization. Scene block-in and detail primarily by Alex Kreeger and Ryne Petersen.