Call of Duty: Advanced Warfare

I worked on environment art in Call of Duty: Advanced Warfare, making contributions to the multiplayer maps Terrace, Comeback, and Greenband.

Shanty building geo and set dress created for the multiplayer level Comeback.

Shanty building geo and set dress created for the multiplayer level Comeback.

Roof geo and set dress of the shanty building.

Roof geo and set dress of the shanty building.

Exterior and interior geo and set dress of the shanty building.

Exterior and interior geo and set dress of the shanty building.

Interior geo and set dress of the shanty building.

Interior geo and set dress of the shanty building.

Geo work for fountain and light canisters in the multiplayer map Terrace. The fountain was created in the game engine and the light canisters in 3DSMax. Also in the background are hanging wires (for the lights) and lit signs, both created in 3DSMax.

Geo work for fountain and light canisters in the multiplayer map Terrace. The fountain was created in the game engine and the light canisters in 3DSMax. Also in the background are hanging wires (for the lights) and lit signs, both created in 3DSMax.

Geo work for fountain and light canisters in the multiplayer map Terrace. The fountain was created in the game engine and the light canisters in 3DSMax.

Geo work for fountain and light canisters in the multiplayer map Terrace. The fountain was created in the game engine and the light canisters in 3DSMax.

Created the blue railing model used throughout the multiplayer map Terrace. The railing was created using 3DSMax and textured using Photoshop and Quixel's DDO.

Created the blue railing model used throughout the multiplayer map Terrace. The railing was created using 3DSMax and textured using Photoshop and Quixel's DDO.

Created the blue railing model used throughout Terrace. The railing was created using 3DSMax and textured using Photoshop and Quixel's DDO.

Created the blue railing model used throughout Terrace. The railing was created using 3DSMax and textured using Photoshop and Quixel's DDO.

Created the blue swinging gate models used throughout Terrace. The gates were created using 3DSMax and textured using Photoshop and Quixel's DDO.

Created the blue swinging gate models used throughout Terrace. The gates were created using 3DSMax and textured using Photoshop and Quixel's DDO.

Z-Brush hi-poly image of one of the rocks digitally sculpted for use in the ruins area of Terrace.

Z-Brush hi-poly image of one of the rocks digitally sculpted for use in the ruins area of Terrace.

Created rock models and light canister in the ruins of Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.

Created rock models and light canister in the ruins of Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.

Created rock models and light canister in Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.

Created rock models and light canister in Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.

Created rock models and light canister in Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.

Created rock models and light canister in Terrace. The rocks were done in Z-Brush and the light canister in 3DSMax.