Call of Duty: Modern Warfare Remastered

I was responsible for the modeling, textures, and uvs of the church and the other house shown in this shot, as well as the models, textures, and world building of the mid and far vista.

I was responsible for the modeling, textures, and uvs of the church and the other house shown in this shot, as well as the models, textures, and world building of the mid and far vista.

Exterior of the safehouse, mid vista, and far vista

Exterior of the safehouse, mid vista, and far vista

Responsible for the modeling and world building of the interior of the house. The surface textures of the floors and wall were either created by me or modified from textures.com

Responsible for the modeling and world building of the interior of the house. The surface textures of the floors and wall were either created by me or modified from textures.com

Modeled, textured, and world built the interior of the church. The surface textures of the floors and wall were either created by me or modified from textures.com

Modeled, textured, and world built the interior of the church. The surface textures of the floors and wall were either created by me or modified from textures.com

I created the texture of the trees by photoscanning the bark of a sequoia tree. Responsible for the world building of the pathway.

I created the texture of the trees by photoscanning the bark of a sequoia tree. Responsible for the world building of the pathway.

Any of the clothing pile models seen in these shots were created using my own clothes and photogrammetry.

Any of the clothing pile models seen in these shots were created using my own clothes and photogrammetry.

Responsible for the modeling, texturing, and world building of the interior and exterior of the safehouse. The surface textures of the floors and wall were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the interior and exterior of the safehouse. The surface textures of the floors and wall were either created by me or modified from textures.com

Modeled, textured, world built the exterior of the house on the hill, the pathway, and the water tower area

Modeled, textured, world built the exterior of the house on the hill, the pathway, and the water tower area

Responsible for the modeling, texturing, and world building of the different shacks seen in these shots. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the different shacks seen in these shots. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the burning house. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the burning house. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of this house interior. The clothing pile models are photogrammetry I did. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of this house interior. The clothing pile models are photogrammetry I did. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the exterior of both houses in this shot, as well as the church. Responsible for the mid-vista elements as well. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the exterior of both houses in this shot, as well as the church. Responsible for the mid-vista elements as well. The surface textures were either created by me or modified from textures.com

Responsible for the modeling, texturing, and world building of the interior of this house.

Responsible for the modeling, texturing, and world building of the interior of this house.

Environment Art Map Lead on Blackout, Safehouse, and Heat. Vista Artist on Oilrig. Responsible for overall art direction, world building, modeling, & texturing in collaboration with other Certain Affinity artists. Many of the props were redone by either the artists at Beenox or Raven. The project was a fun challenge of re-imagining what was originally intended in the old levels and applying modern techniques without the limitations of older hardware. This was also my first production that photogrammetry was used extensively on.

Date
February 6, 2020