Environment Art – Call of Duty: Advanced Warfare
My second project at Sledgehammer, shipping across six platforms including the then-new PS4 and Xbox One. I worked on the San Francisco campaign environments, handling layout, world-building, and asset creation for the mission areas.
The big shift on this project was PBR. The studio was moving to physically-based rendering for the first time, and I helped shape those new material workflows. Everything had to look right on next-gen hardware while still running on PS3 and 360, so cross-platform optimization was a constant balancing act. I worked closely with level design on gameplay flow and sightlines to make sure the environments played as well as they looked.