Call of Duty: Advanced Warfare – Organic Props


Foliage (Japanese Maple Tree, Bamboo Stalks, Planters), Pavers, Misc Props.

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

Ground Foliage, Rocks, Turtle Shrine (Initial Sculpt – Additional work by Justin Lamperski).

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

Totem Faces (Sculpting, Retopo, Materials, Textures).

Fullbright Mode without lighting.

Untextured Geometry and Lighting.

I worked on Call of Duty: Advanced Warfare’s Multiplayer Team which required a lot of content to be built from scratch. With the focus of each Multiplayer Map being Gameplay, there was a huge emphasis on allowing Designers to keep levels loose and uncommitted until the last moment possible in regards to content. Maximizing Gameplay-focused Iterations is key to any successful Multiplayer Level so it was important for artists to be flexible and creative while remaining faithful to a Designer’s tested Level Design.


Responsibilities: Modeling & Texturing (Props, Foliage, Nature), Optimization (Geometry, Materials, Textures & Drawcalls). 
Special Thanks: Guy Beahm (Lead Designer), Justin Lamperski (Lead Environment Artist). 
Note: All images were captured In-Studio using Sledgehammer & Activision’s proprietary Engine Tech.