Call of Duty: Advanced Warfare – Static Props


HVAC Machinery & Hardware showing Lighting, Textures, Effects and Post-Processing.

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

Flatbed Trike showing Lighting, Textures, Effects and Post-Processing. Kitbashed from Asset Library Motorcycle.

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

HVAC Units (Thorne Units) next to common level props (Asset Library Props & Kitbashed Large AC Unit).

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

I worked Call of Duty: Advanced Warfare (Senior Environment Artist) and a vital part of my job was Level Content for both Single-Player and Multiplayer Levels. This included creating Models, Textures and Materials from scratch, Kitbashing assets contained within Activision’s asset library, and converting BSP and unoptimized blockout geometry into finalized props.

I personally put a large emphasis on modular prop systems which would naturally suit a wide variety of Levels and Environment types while being optimized for both Single-Player and Multiplayer Environments. Without going into excessive detail, I put high emphasis on reducing drawcalls and generating efficient variations.

Responsibilities: Modeling & Texturing, BSP to Polygon Conversion, Optimization (Geometry, Materials, Textures, LODs).
Note: All images were captured In-Studio using Sledgehammer & Activision’s proprietary Engine Tech.