My environment art work from the Call of Duty: Black Ops Cold War single player campaign level "Break On Through". Work done in-house at Raven Software. My Job was creating the twin look of the bunker and labs areas of the mission. To develop the look, I created a key concept with a 3D render for the labs, and by using other key references provided by Art Director Eric Spray I developed many key materials and assets to use for the space. I was responsible for assembling and building theses spaces from designer blockout with the assets I created and by using other assets created by the other franchise artists. Lighting was done by Raven's own Terry Barnett. Not for download or distribution without prior written approval from Activision.
Demonstration of Laboratory/Bunker transition. Responsible for creating and setting up transition materials for tile-fall moment, and for creation of fractured geo, simluation in Houdini, rigging and animation.
Demonstration of Laboratory/Bunker transition. Responsible for creating and setting up transition materials for tile-fall moment, and for creation of fractured geo, simluation in Houdini, rigging and animation.
Demonstration of Laboratory/Bunker transition. Responsible for creating and setting up transition materials for tile-fall moment, and for creation of fractured geo, simluation in Houdini, rigging and animation.
Bunker door asset. Responsible for model and material, from concept by Raven AD.
Laboratory door asset. Responsible for model and material, from key references.
Modular hallway tile set models. Responsible for models and materials, from references. Fractured tile simulated in Houdini.
Laboratory/Bunker transition. Responsible for creating and setting up transition materials for tile-fall moment, and for creation of fractured geo, simluation in Houdini, rigging and animation. Lighting by Raven Artist Terry Barnett.
Demonstration of tile simulation running in Houdini. Assets are fractured and simulated in Houdini, and then rigged and exported in Maya.