Halo 4 - Castle Map Pack

The vast majority of the level is textured with tiling textures and trim sheets. Most surfaces and objects used hand weighted normals to give it a 'high-res' look. Very few baked normal maps are utilized.

The vast majority of the level is textured with tiling textures and trim sheets. Most surfaces and objects used hand weighted normals to give it a 'high-res' look. Very few baked normal maps are utilized.

Responsible for modeling and texturing the primary exterior structures in these shots as well as the train. The road was done by another CA artist.

Responsible for modeling and texturing the primary exterior structures in these shots as well as the train. The road was done by another CA artist.

Responsible for the far away shots of the city beyond.

Responsible for the far away shots of the city beyond.

Responsible for the city above and train tracks

Responsible for the city above and train tracks

Lighting and reactor rods

Lighting and reactor rods

Responsible for the building exteriors

Responsible for the building exteriors

Modeled and textured the reactor area

Modeled and textured the reactor area

Modeled and textured the substation room

Modeled and textured the substation room

Halo 4: Castle Map Pack - "Perdition" Walkthrough

Environment Art Map Lead on Perdition, part of the Castle Map Pack. Responsible for overall art direction, world building, modeling, & texturing in collaboration with other Certain Affinity artists. Also responsible for lighting the level. Some of the textures\materials are from 343's library used on Halo 4. The goal of the architectural and material design was to keep a very clean and easy to read overall look to the level. This made it easier as a player to acquire targets, and allowed us to direct the player's eye where we wanted to with spots of detail and color.

Date
February 8, 2020