Call of Duty: WW2 Operation: Intercept (War Mode)

Operation: Intercept is a War Mode multiplayer map in COD: WW2 DLC 1. I was responsible for environment art of the internal/external area of a building near Objective 1 and concept art for the hostage rescue area in Objective 2. The environment art included configuration and application of existing materials and refinement of geo throughout the area.

Building entrance: I augmented previously created (very basic) geo with new concrete corner models. Those models were also created for modular use throughout the map. They appear here as columns on either side of the doorway and on the building corners.

Building entrance: I augmented previously created (very basic) geo with new concrete corner models. Those models were also created for modular use throughout the map. They appear here as columns on either side of the doorway and on the building corners.

I created the geo for the stairwell, debris pile, and destroyed walls on both sides. I applied pre-existing materials as a unique treatment to this area. Our effects department added a falling dust effect under the bricks over the door frame.

I created the geo for the stairwell, debris pile, and destroyed walls on both sides. I applied pre-existing materials as a unique treatment to this area. Our effects department added a falling dust effect under the bricks over the door frame.

MG-Nest: The MG-nest room near the attacking player spawn point. I created the geo treatment for the floor and destroyed walls of this room using available models and decals, laying detail over a previously designed basic structure.

MG-Nest: The MG-nest room near the attacking player spawn point. I created the geo treatment for the floor and destroyed walls of this room using available models and decals, laying detail over a previously designed basic structure.

MG-Nest: This is the other side of the MG-nest room. I created the geo treatment for the floor and destroyed walls of this room using available models and decals, laying detail over a previously designed basic structure.

MG-Nest: This is the other side of the MG-nest room. I created the geo treatment for the floor and destroyed walls of this room using available models and decals, laying detail over a previously designed basic structure.

Concept image of a destroyed restaurant kitchen which encloses one of the Objective 2 hostage rescue areas. I created this image by painting over a base image using a combination of photobashing, digital painting, and images of in-game content.

Concept image of a destroyed restaurant kitchen which encloses one of the Objective 2 hostage rescue areas. I created this image by painting over a base image using a combination of photobashing, digital painting, and images of in-game content.

Player path leading to the third objective in this map, which has the main train station as a backdrop. This serves as an establishing shot for the train station building, created with a combination of uniquely created and pre-existing models/materials.

Player path leading to the third objective in this map, which has the main train station as a backdrop. This serves as an establishing shot for the train station building, created with a combination of uniquely created and pre-existing models/materials.

To create the train station building, I built a model/material set comprising the stone pattern (normal/burnt) in various painted finishes, matching arched window sets, and several unique large models for the largest / secondary arched windows structures.

To create the train station building, I built a model/material set comprising the stone pattern (normal/burnt) in various painted finishes, matching arched window sets, and several unique large models for the largest / secondary arched windows structures.

This is one of the modular window models I made for the train station. I created it in 3DSMax and I created the materials for it (along with a burnt variation) in Substance Painter. This image was rendered in Substance Painter.

This is one of the modular window models I made for the train station. I created it in 3DSMax and I created the materials for it (along with a burnt variation) in Substance Painter. This image was rendered in Substance Painter.

This is a ticket booth structure I created for use in several places in the Train Station. I created the geo using pre-existing materials arranged in a unique treatment and I added the stoned arch windows I made to stylistically match the train station.

This is a ticket booth structure I created for use in several places in the Train Station. I created the geo using pre-existing materials arranged in a unique treatment and I added the stoned arch windows I made to stylistically match the train station.

This is the reverse side of the ticket booth created for the train station. I only created one ticket building but made these two sides of it damaged/burnt to allow for versatility in placement. There is clean ground because it is outside play-space.

This is the reverse side of the ticket booth created for the train station. I only created one ticket building but made these two sides of it damaged/burnt to allow for versatility in placement. There is clean ground because it is outside play-space.