- Halo 4 -

Game
Halo 4
Year
2012
Role
Environment Artist
Company
Certain Affinity
I got the chance to work on 7 multiplayer maps on Halo 4 with the opportunity to branch out and learn some new skillsets such as Skybox building. The bulk of my duties as an Environment Artist on the project were hard surface modeling and texturing (using mostly pre-existing textures), final polish work, bug fixing to Zero Bug Release, general art feedback on the maps, thorough testing to fine tune gameplay flow, setting up collision geometry etc. All of these maps were a collaborative process working with multiple artist sharing responsibilities per map team. The software I mainly used were 343 Industries proprietary Halo engine (Sapien/Bonobo), Maya, and Photoshop.
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- All images are copyright Microsoft Studios and 343 Industries -
- Multiplayer Map: Monolith -
On Monolith I got the opportunity of composing the background Skybox scene from initial scene composition to the planets and nebula fx cards creation, animated asteroids and asteroid belt, as well as all other elements attached to that (note: the final main Planet image was created by another artist). As well as the Skybox creation I also helped with a lot of the Forerunner hard surface structural modeling.
- Overview video -
- Multiplayer Map: Pitfall -
On Pitfall I mainly created a lot of the hard surface geometry in the scene, particularly the upper catwalk and destroyed ceiling structure, a lot of the structural exterior and interior geometry, I also created and layed out all the vine textures, sand and small foliage coverage in the interior.
- Multiplayer Map: Exile -
On Exile I constructed the crashed ship in the mountainside. I also created a lot of the hardsurface "kit-bashed" looking base locations, bridge, and other various small structures throughout the map, as well as general level polish, collision creating, and bug fixing.
- Multiplayer Map: Meltdown -
For Meltdown I modeled and textured the Forerunner alien structure of the two base interiors and exterior, as well as bridges, jump pads, standing shield object, and other various set dressing. I also built a lot of the base collision, general polish work, and bug fixing.
- Multiplayer Map: Longbow -
Working alongside fellow artist Rick Knox's initial base structure buildouts, I further refined the base geometry including reconstructing the interior of the garage bases, modeled and textured multiple hardsurface geometry structures in the level, doors, storage tanks, pipe bridge, and other various set dressing pieces as well as helping layout clean collision geometry, polish work, and bug fixing.
- Multiplayer Map: Outcast -
On the map Outcast I modeled, textured (using pre-existing textures), and helped refine a lot of the base structures, ground cables, and oddball crates, tower, generator type scene decoration as well as helping with the collision geometry, scene polish work, and bug fixes.
























