Call of Duty MWIII: Oligarch

I contributed environment art and technical polish to the “Oligarch” single-player mission. My work included creating key architectural assets, preparing materials for outsourcing, and handling a large portion of the landscaping while meeting strict AAA performance and visual targets.

Responsibilities

• Created assets such as beach cabanas, fountains, ATV roundabout pieces, modular wooden doors, control panels, and a ledge-stone tileable texture
• Owned most of the vegetation + landscaping pass, achieving a Mediterranean look using limited foliage assets
• Prepared materials and documentation for external outsource partners
• Provided tech art support: collision setup, LOD work, optimization, and bug fixes from playtest feedback
• Collaborated with a technical artist from Raven on optimization and environment behavior issues

This was a fast-paced production with tight asset constraints, which pushed me to solve visual and performance challenges creatively. I’m grateful to have contributed to the final shipped mission alongside the rest of the TFB team.

I looked at a lot of Mediterranean landscape references and studied its elements in detail. I looked through the foliage library and picked out an array of foliage used in Mediterranean gardens like agave, grass, etc., or ones that have similar visuals.

I looked at a lot of Mediterranean landscape references and studied its elements in detail. I looked through the foliage library and picked out an array of foliage used in Mediterranean gardens like agave, grass, etc., or ones that have similar visuals.

Having studied Mediterranean landscaping, I came up with a set of rules as I placed the plants and rocks around the map. Rhythm and repetition are highly important to create a visually pleasing composition.

Having studied Mediterranean landscaping, I came up with a set of rules as I placed the plants and rocks around the map. Rhythm and repetition are highly important to create a visually pleasing composition.

Responsible for ledgestone tileable texture (Substance designer)

Responsible for ledgestone tileable texture (Substance designer)

Responsible for door model and texture

Responsible for door model and texture