Black Ops 4

Environment Artist on Blackout mode, responsible for the Nuketown house/bunker area and Fracking Rig .

Responsible for re-creating the aesthetic for the main Nuketown green/white house, updating the look of the old structure from Black Ops 2 by applying higher fidelity (existing) materials and models. I worked with provided concept art to create the art for the dining room in the bunker below it, using existing materials and models (minus the wallpaper which was original).

I was also responsible for development of the aesthetic for the Fracking Rig lower structure (minus the trailers on both sides) and raised platforms. I worked from design block-out and detailed ref of fracking rigs, along with art direction, to create a composite look of multiple rig styles. I used existing materials (with some color unification) and models to piece together the extending leg beams, the look of the metal panels, and the ceiling/floor panels for the lower structure, as well as placing set dress.

This is the exterior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

This is the exterior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

Exterior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

Exterior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

This is the interior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

This is the interior of one of the main Nuketown houses. The destroyed aesthetic was based on its Black Ops 2 Zombies version. I upgraded the overall fidelity by re-configuring existing materials and models of higher quality.

Interior of the Dining Room chamber of the Nuketown Bunker. I created it using provided concept art reflecting 1960s aesthetic complete with nuclear test-site mannequins. The wallpaper material was an original creation; other assets are set dress.

Interior of the Dining Room chamber of the Nuketown Bunker. I created it using provided concept art reflecting 1960s aesthetic complete with nuclear test-site mannequins. The wallpaper material was an original creation; other assets are set dress.

Interior of the Dining Room chamber of the Nuketown Bunker. I created it using provided concept art reflecting 1960s aesthetic complete with nuclear test-site mannequins. The wallpaper material was an original creation; other assets are set dress.

Interior of the Dining Room chamber of the Nuketown Bunker. I created it using provided concept art reflecting 1960s aesthetic complete with nuclear test-site mannequins. The wallpaper material was an original creation; other assets are set dress.

Overview of the main fracking rig in Blackout Mode. I worked on metallic beamwork and surface treatment of the platforms by configuring existing materials /models. I also bolstered the tall ladder by configuring a variety of existing models and textures.

Overview of the main fracking rig in Blackout Mode. I worked on metallic beamwork and surface treatment of the platforms by configuring existing materials /models. I also bolstered the tall ladder by configuring a variety of existing models and textures.

Exterior of the main fracking rig tower in Blackout Mode. I worked on the metallic beamwork and surface treatment of the platforms. Yellow stripes were added around the door to assist in making them stand out yet adhere to the desired aesthetic.

Exterior of the main fracking rig tower in Blackout Mode. I worked on the metallic beamwork and surface treatment of the platforms. Yellow stripes were added around the door to assist in making them stand out yet adhere to the desired aesthetic.

The interior of the fracking tower was configured with existing world materials and models, left largely open to allow for gameplay. Wall texturing reflects a prefab-wall style. Grates in the ceiling were added to enhance lighting and gameplay.

The interior of the fracking tower was configured with existing world materials and models, left largely open to allow for gameplay. Wall texturing reflects a prefab-wall style. Grates in the ceiling were added to enhance lighting and gameplay.

The interior of the fracking rig tower: This end of the room included a machine model (created by another artist) around which I placed oil textures and disconnected hoses to suggest an accident having occurred.

The interior of the fracking rig tower: This end of the room included a machine model (created by another artist) around which I placed oil textures and disconnected hoses to suggest an accident having occurred.

A giant paper mache mask (3-4x size of a human head) created for set dress for a wine festival theme in MP. Sculpted and painted in Z-Brush based on concept art. It was enhanced with a "paper mache" material created by another artist on our team.

A giant paper mache mask (3-4x size of a human head) created for set dress for a wine festival theme in MP. Sculpted and painted in Z-Brush based on concept art. It was enhanced with a "paper mache" material created by another artist on our team.