Overview
On Shadowrun (Xbox 360/PC) I was both a level designer and environment artist. As a designer I invented fun and intelligent playspaces, built them in Maya, and ran them through test iterations. I organized playtest sessions with a private team of over 20 testers, and made appropriate changes in gameplay based upon feedback. After I finished designing levels I moved over to the environment team to help lead things there. My environment work included modeling and UVing unique environment assets, trouble- shooting technical issues, making sure art and design did not interfere with one another, running lighting tests, and creating a more streamlined creation process for all art assets. Toward the end of the project I was placed in charge of the entire model optimization process which included teaching classes on optimization, lowering the poly-count of both render and player geometry and conserving texture and lightmap space.

Below is a video and screenshots of levels I designed and/or created environment assets for.


Video WMV ~15mb



Images
Poco


Pinnacle


Lobby


Favela


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