Battlefield: Hardline

BACKWOODS

As the primary world builder, I spearheaded the environment's visual development in close collaboration with the level designer and a supporting artist. My workflow included authoring custom terrain shaders, establishing material layer systems, and configuring the mesh scattering logic. I handled the end-to-end creation of terrain-based content—from initial sculpting and painting to final set dressing—efficiently leveraging existing asset libraries to meet a rapid six-week turnaround time.

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DOUBLE CROSS

I spearheaded look development for the map's terrain, focusing on the technical systems required to achieve a unified visual design. My responsibilities included shader creation, material layering design, and the implementation of a procedural mesh scattering system. I utilized a hybrid workflow of LiDAR data for large-scale backdrops and photogrammetry for rock assets, meticulously tuning them for visual consistency. This finalized visual target was then handed off to the wider team, propagating a small art section onto the rest of the world.

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BREAK POINT

As the primary world builder, I spearheaded the environment’s visual development and terrain workflow. This included creating custom terrain shaders and establishing the material layering systems used across the map. I was responsible for the level's organic world-building—from initial sculpting to final set dressing—and served as the point of contact for external asset production.

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THIN ICE

Tasked with the visual realization of this environment, I owned the end-to-end world-building process within a collaborative team structure. I developed a bespoke look-dev strategy, architecting the custom terrain materials and scattering logic that defined the map’s natural aesthetic. I was responsible for the final organic composition, utilizing sculpting, painting, and set dressing to transform designer blockouts into a polished, showcase-ready world.

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ALCATRAZ

I owned the terrain look-dev and organic world-building for this environment. I developed the custom terrain shaders and mesh scattering systems, and executed the end-to-end terrain workflow—including sculpting, material painting, and final set dressing—to deliver the map’s visual foundation.

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SILO

I spearheaded the final art and polish pass for this E3 showcase level, utilizing environmental storytelling to transform sterile interiors into a weathered, lived-in bunker. My contributions focused on elevating the narrative through meticulous set dressing, material refinement, and a comprehensive grime and weathering pass. Additionally, I integrated localized VFX to enhance the atmosphere and bring additional life to round out the immersive experience.

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CRANE LEVOLUTION

I served as the central point of contact for the environment team to deliver the high-profile E3 'Levolution' crane sequence. My role involved bridging the gap between internal layout and external destruction pipelines, creating proxy meshes for vendor simulation before managing the final asset implementation. I elevated the sequence’s visual fidelity by developing animated materials for building damage and utilizing the animation sequencer to layer in secondary destruction, resulting in a polished, showcase-ready event. This sequence involved heavy collaboration between multiple disciplines including tech artists, animation, lighting, and vfx.