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.
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.
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.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment