Tuesday, March 31, 2015

Advanced Warfare: Urban

Advanced Warfare: Urban
Classic small headbanger map! As art director, my goal was to make a very small arena feel bigger than it was. Epic vistas, hoverbike races, mega-structures, a giant stadium- I'm very pleased with the world-building in this map. Map call-outs were a blast as well- we've got the inside of a mega-structure, an apocalyptic fast food restaurant, a futuristic construction site and a creepy crime scene. Responsibilities included directing look/narrative, creating a series of concepts/paintovers, and working with a team of environment artists, a second concept artist, lighting, fx, and outsource vendors to land the look. Also fun collaboration with scripting and animation for the maps motion elements. Finally, I'm more than a little proud to have written the copy for the Tasty Pump menu board!  Developed at Raven software in collaboration with Sledgehammer games. 


















Advanced Warfare: Terrace

Advanced Warfare: Terrace
This was co-designed with a good friend and amazing environment artist. Our goal was to build off of the existing Santorini look from SP, and create something that felt very unique/interesting. Night was a great choice as all of those bright plasters would take the light effectively. I think we've got lots of look variety, to what is essentially a symmetrical map. Responsibilities included co-design, art direction, concepts/paintovers, working with a team of environment, fx, and lighting artists to ensure we landed the look. Also worked with scripting/animation for the futuristic blimps and wind mills. Developed at Raven software in collaboration with Sledgehammer games. 

















Monday, March 30, 2015

Advanced Warfare: Detroit

Advanced Warfare: Detroit
As art director my goal on this map was to use remix/reconfigure some of the great assets from single player to make a memorable, rich experience. I created concepts/paintovers, and worked with environment, FX, lighting artists and animators to bring the level to life. Scripting was also needed for our train event/scorestreak. As we primarily used 2 core looks (hospital and school), we used heavy color coding, and interesting lighting choices to help with player call-outs. I love how bleak/spooky this map turned out- tough to do when the sun is so bright! Developed at Raven software in collaboration with Sledgehammer games.