Call of Duty: Online --- Conflict MP map

This all-original map for COD: Online was based on a renewable energy plant in the future. On the map I did some concept art and then built those areas using engine geo construction, model creation, and material treatment.

Mark maxwell rvn mmaxwell codo 054

The interior of the water filtration plant. I built it out of geo in the game engine, custom models, and handled the material treatment.

Mark maxwell rvn mmaxwell codo 053

The interior concept art of the water filtration plant done in SketchUp.

Mark maxwell rvn mmaxwell codo 050

For the interior concept of the water filtration building, I used SketchUp to deal with tight and narrow interior space.

Mark maxwell rvn mmaxwell codo 055

View towards the exterior of the water filtration plant. I handled geo construction, custom models, and material treatment.

Mark maxwell rvn mmaxwell codo 051

Concept art I created using photoshop of a water filtration plant. The design aesthetic was influenced by elements of the map "Solar" from Call of Duty: Advanced Warfare

Mark maxwell rvn mmaxwell codo 052

The structure I created based on the concept art. I built the geo, and created custom models and material treatment to fulfill the approved concept.

Mark maxwell rvn mmaxwell codo 047

Exterior concept of the rear entrance of one of the greenhouse buildings. I created the concept using Photoshop with some photo montage, and some digital painting.

Mark maxwell rvn mmaxwell codo 048

Finished Greenhouse rear entrance shown in-game. I created it with geo in the game engine and custom models and material treatment. Terrain created by Eugene Geer.

Mark maxwell rvn mmaxwell codo 049

Greenhouse rear entrance. I created it with geo in the game engine and custom models and material treatment. Terrain created by Eugene Geer.

Mark maxwell rvn mmaxwell codo 056

The entryway to the greenhouse, which houses water sprayers triggered by the player transiting through. I built the geo, created custom models, and set up the material treatment. Our designer and effects team rigged the water spraying effects.

Mark maxwell rvn mmaxwell codo 057

Interior hallways of the first greenhouse building. I built the geo, custom models, and began the material treatment. The green color-coding and some tweaks were added later by our Shanghai team prior to release as we had been moved to another project.

Mark maxwell rvn mmaxwell codo 058

Interior of one of the greenhouse buildings. Based on a concept by Jeff Degenhardt. I built the geo in the game engine, supported with custom models of the plant racks and lifting machinery, and created the material treatment.

Mark maxwell rvn mmaxwell codo 059

Exterior of the greenhouse buildings. I was responsible for the building geo, custom models, and material treatment. The terrain and near vista was created by Eugene Geer.