Tuesday, June 2, 2015

Call of Duty Advance Warfare art dump

hey guys, it's been a while, here are some of the environments I've worked on in CoD: AW. I will upload more in the future. Enjoy!

I am responsible for all of the level construction and small amount of textures shown in the screenshots below. Lighting, effects, characters, textures, models are made by my fellow teammates.

Also apologies for some of the images looking flat.. apparently right before the game ship certain "optimization" and screen toning was done by third party and this is what we're left with :(

An destroyed Korean subway station

I modeled and textured the wall modules. (a modular system that is easy to use for the other teammates)
I modeled the hanging screen, ceiling destruction, and the long desk. Screen graphic, chairs, and the huge console in the middle are made by my fellow teammates
Had the opportunity to make whatever I want in this restaurant combat space.. I had lot of fun!
High speed chase scene that requires the player to jump between cars



Monday, January 26, 2015

Call of Duty: Advanced Warfare Havoc DLC coming soon!

Some of my work are featured in the Havoc DLC trailers. Check it out!


responsible for constructing part of the level shown above. Texturing, modeling, lighting are made by my fellow teammates.

Friday, December 19, 2014

COD: AW is out!

This post has been long due. In the past year, My team and I at Sledgehammer Games have been working really hard to ship the best Call of Duty to this day, and now it's finally out, here's a screenshot of the scene I worked on. More to come later!

I am responsible for constructing this level and several models shown in the screenshot below. Screen graphic and lighting are done by my fellow teammates.

Thursday, July 10, 2014

Old dump for work 2 years ago

Hey guys, It's been a while since the last time I posted anything. Here are just a dump of stuff I did almost 2 years ago. Did the level design, level building, proxy modeling, and lighting. I take no credit in the models and textures. During my time at Irrational, I was in charge of prototyping and creating a co-op multiplayer mode with a designer (unfortunately it was later cut and our content was split into small pieces and distribute among other levels in game). 
The Cut game mode was supposed to be a 4 player co-op experience featuring loots and system that would generate a level from a pool of map elements (diablo 2 style) that has different looks, objectives, story telling, and paths.






Variation 1 - pristine library



These story telling elements are random

Variation 1 - Pristine library

Variation 2 - haunted library

Variation 2 - destroyed library in alternative world




Thursday, February 7, 2013

Firewalker

Its done! It is currently sitting at 17800 tris with a set of 2048x2048 maps. check it out!




Wednesday, June 13, 2012

[WIP] Firewalker

Hi guys! I just finished the high poly version of Firewalker, concepted by Kar. Check it out!







Wednesday, December 15, 2010

[update] Speed Personal Project - Abandoned City

I really liked my last project, so I spent another day to polish up some more. The streets are now more busy, and I redid some area's lighting to make it look more dramatic. Check it out!


Total Time Spent: 10 days






Here are some higher res images: