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Splinter Cell: Blacklist

The main level I worked on during Blacklist's production was the 'Safehouse' level set in Benghazi, Libya. It is the first real gameplay level after the initial Air Force Base tutorial. I worked with Jon Boujos (Level Artist), Nick King (Level Designer), Tim Bergholz (Modeler/Texture Artist) and Pierre Thériault (Texture Artist) with support from Kent Wilson (Lighting Artist) and John Lee (VFX Artist). I was on it from initial greyblock all the way to closing the map for goldmaster.

 

|| LEVEL ART || ||

Towards the middle of production, I shifted from doing prop work to doing a lot of level art for our map and supporting my Level Artist heavily. I ended up taking charge of half the submaps within our map, namely Back Alley 01, Safehouse, Apartments and Station. I had a hand in pretty much all the other submaps as well in terms of polishing, bug fixing, and optimization.

^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Initial artblock, structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, gameplay implementations (light switches, windows, body bins, etc.), polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, gameplay implementations (light switches, windows, body bins, etc.), polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, gameplay implementations (light switches, windows, body bins, etc.), polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, gameplay implementations (light switches, windows, body bins, etc.), polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

SCB_Station^Contributions: Structural modeling, set dressing, various props, polish (gameplay/shaders/models), bug fixing, optimization.

 

|| go to Level Art || PROPS ||

In the initial months of production, before jumping into a lot of Level Art, I had the chance to do several props for my main level. Given their fairly generic/re-usable nature, they ended up being used in a lot of other levels. Unless otherwise specified, I did all the modeling and texturing in the screenshots below.

SCB_Scooter

SCB Rickshaw

SCB_CineProps^The batteries low poly, high poly and normal map bakes were made by Dan Cox, I only textured and finaled the batteries, everything else I modeled and textured myself.

SCB_Textures_01

SCB_Texture_02

SCB_Textures_03