Call of Duty: Online -- Tunisia

Tunisia was an exclusive map for Call of Duty: Online. The visual inspiration for it comes from Santorini, Greece. This enabled us to re-use some models and textures from Call of Duty: Advanced Warfare's map (for instance, my blue railing model shown on this site made it into this map with lowered resolution). I worked on the environment, primarily the terrain throughout the map and a few of the building facades. It's very colorful and takes advantage of the extremely varied material mash-ups found in Santorini.

I worked on terrain geo, creating material treatments, and building some of the storefronts (the Blue/yellow striped facade on the lower level). The mosaic in the center was imported from Advanced Warfare's mp map Terrace.

I worked on terrain geo, creating material treatments, and building some of the storefronts (the Blue/yellow striped facade on the lower level). The mosaic in the center was imported from Advanced Warfare's mp map Terrace.

I worked on the courtyard terrain  (upper and lower) with geo and material creation. I also created the "Gold Track" storefront. Other storefronts in this view were created by Raquel Garcia.

I worked on the courtyard terrain (upper and lower) with geo and material creation. I also created the "Gold Track" storefront. Other storefronts in this view were created by Raquel Garcia.

I created the stairway geo within the game engine and applied newly created plaster material treatments based on stairways in Santorini, Greece. The market stall atop the stairs was created by Raquel Garcia.

I created the stairway geo within the game engine and applied newly created plaster material treatments based on stairways in Santorini, Greece. The market stall atop the stairs was created by Raquel Garcia.

I created the stairway geo within the game engine and applied newly created plaster material treatments based on stairways in Santorini, Greece. Creating organic-appearing surface that facilitates smooth player movement can be challenging.

I created the stairway geo within the game engine and applied newly created plaster material treatments based on stairways in Santorini, Greece. Creating organic-appearing surface that facilitates smooth player movement can be challenging.

View from the lower courtyard of the square showcasing terrain and a storefront that I worked on.The market stall atop the stairs was created by Raquel Garcia.

View from the lower courtyard of the square showcasing terrain and a storefront that I worked on.The market stall atop the stairs was created by Raquel Garcia.

Plaster stairs based on the aesthetics of stairways found in Santorini, Greece. Created in the game engine and utilizing plaster treatment that I created. The building facades in the background were created by Raquel Garcia.

Plaster stairs based on the aesthetics of stairways found in Santorini, Greece. Created in the game engine and utilizing plaster treatment that I created. The building facades in the background were created by Raquel Garcia.

I worked on terrain (geo and materials) throughout the map. In Santorini (the visual inspiration of this map) there are many unique combinations of surface material.

I worked on terrain (geo and materials) throughout the map. In Santorini (the visual inspiration of this map) there are many unique combinations of surface material.

Terrain and some set dress of the small garden courtyard wedged into the Tunisia map. Creating unique landmarks to differentiate space helps to orient players. Other set dress by Gabriel Cervantes.

Terrain and some set dress of the small garden courtyard wedged into the Tunisia map. Creating unique landmarks to differentiate space helps to orient players. Other set dress by Gabriel Cervantes.

Terrain and some set dress of the small garden courtyard wedged into the Tunisia map. Our sound department made the windchimes ring out when running through them. Set dress by Gabriel Cervantes.

Terrain and some set dress of the small garden courtyard wedged into the Tunisia map. Our sound department made the windchimes ring out when running through them. Set dress by Gabriel Cervantes.

Terrain work with geo and material treatment. An interesting material with variable reflection and normal map detail can help make large plain areas more interesting.

Terrain work with geo and material treatment. An interesting material with variable reflection and normal map detail can help make large plain areas more interesting.

I worked on geo and material development of this large courtyard minus the stone mosiac (ported from Advanced Warfare's Terrace map) and statue model.

I worked on geo and material development of this large courtyard minus the stone mosiac (ported from Advanced Warfare's Terrace map) and statue model.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Terrain work geo and materials.

Terrain work geo and materials.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Terrain work geo and materials. Some of these building structures were built by our Shanghai environment artists.

Small courtyard geo and materials.

Small courtyard geo and materials.

Small courtyard geo and materials.

Small courtyard geo and materials.