Asgard's Wrath 2

Fortress Of Flames

I owned the end-to-end environment art process for this space, evolving it from a designer’s block-mesh into a final, production-ready set. To bring the scene to life, I integrated a library of existing assets and collaborated with the cinematic team to ensure the layout functioned for both play and performance. I also performed the lighting for all cinematic sequences, using color and contrast to drive the player's emotional experience throughout the level.

Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Blistering Vents

I served as the primary world builder for the Blistering Vents, partnering closely with Level Design to transform a raw block-mesh layout into a polished, production-ready environment. To capture the immense scale of these underground caverns, I leveraged vista extensions to create a sense of depth and atmosphere that extends far beyond the playable space. My focus was on balancing this epic visual scope with rigorous optimization, ensuring the "vast" feel of the caverns never compromised performance.

Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Asynchronous Dungeones

As part of a specialized environment pod, I contributed to the development of a procedural dungeon system designed for infinite layout variations. Beyond the core architecture, I helped develop randomized gameplay and set-dressing scenarios to ensure each run felt distinct. Because the modular rooms faced tight navigation restrictions, I strategically utilized vista extensions to break the visual boundaries, giving these confined spaces an expansive, larger-than-life atmosphere. My role focused on the end-to-end world building and lighting of these modules, transforming designer block-meshes into atmospheric, high-fidelity environments using established art kits.

Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Monster Dens

I supported the primary world-building team for Muspelheim, taking full ownership of several monster den side-quest areas. I guided these environments from initial designer blockouts to final production polish, ensuring they met the distinct visual language of the realm. To overcome the physical limitations of these compact spaces, I utilized vista extension techniques to create an illusion of scale, making the dens feel like integrated parts of a much larger, more imposing volcanic world.

Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Battlefield Hardline - Backwoods Environment A
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Meta Quest 3 Enhancements

Following the successful launch of Asgard’s Wrath 2 on Quest 2, I played a key role in the graphics overhaul expansion specifically designed to harness the Meta Quest 3’s increased performance. I collaborated closely with the Art Director and Engineering teams to modernize the material workflow, transitioning from hardware-restricted assets to a robust PBR pipeline. This overhaul focused on enhancing specular response and surface depth through higher-resolution textures and detail maps. Beyond the visuals, I helped bridge the technical gap by co-developing specialized texture packing approaches and platform-specific parameters that ensured the game looked "next-gen" while maintaining optimized performance.