Call of Duty: WW2 - Operation Breakout (War Mode)
Worked on destroyed house and set dressing. House was modeled in engine using bsp, existing materials and existing models.

Worked on destroyed house and set dressing. House was modeled in engine using bsp, existing materials and existing models.

Worked on set dressing for ammo dump, terrain texturing and art preparation for the scriptable bomb blast area seen in “Defend the Ammo Dump” objective.

Worked on set dressing for ammo dump, terrain texturing and art preparation for the scriptable bomb blast area seen in “Defend the Ammo Dump” objective.

Worked on the crater model that was swapped in for the bomb detonation.

Worked on the crater model that was swapped in for the bomb detonation.

Crater model sculpt and low poly model was created in zbrush. Final textured art generated in substance painter using in-game terrain textures.

Crater model sculpt and low poly model was created in zbrush. Final textured art generated in substance painter using in-game terrain textures.

Worked on set dressing for destruction in front of the church. UV editing for bsp modeling completed in Radiant.  Used  existing materials and models.

Worked on set dressing for destruction in front of the church. UV editing for bsp modeling completed in Radiant. Used existing materials and models.

Terrain texturing and set dressing using existing models and materials. Scene used for the last objective “stop the tank escort”.  This area is also shown in the end game cinematic.

Terrain texturing and set dressing using existing models and materials. Scene used for the last objective “stop the tank escort”. This area is also shown in the end game cinematic.

Operation Breakout is a War Mode multiplayer map in COD: WW2. 
Shared responsibility with other artists for the following. 
“Defend the Ammo Dump” game objective. 
“Stop the Tank Escort” game objective near the church. 
In engine bsp modeling and texturing for terrain and architecture, 
set dressing. 
Art polish, optimizations and bug fixes. 
And I also created one mean crater model.
Kevin Long – Art Director 
Sam Williams – Map Lighter 
Jon Graham - VFX for the ammo depot and end cinematic