Call Of Duty WW2: DLC Operation Intercept
Only Modeled and textured the power plant factory with the lightning bolt sign on top. Building used in the 3rd objective.  Set dressing completed using existing art. Mike Button worked on the terrain in front of the building.

Only Modeled and textured the power plant factory with the lightning bolt sign on top. Building used in the 3rd objective. Set dressing completed using existing art. Mike Button worked on the terrain in front of the building.

Set dressing using existing assets. Modeled and textured factory sign using existing materials.

Set dressing using existing assets. Modeled and textured factory sign using existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Prepared destroyed arch wall section that is destroyed when the tank drives into the building. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Prepared destroyed arch wall section that is destroyed when the tank drives into the building. Textured with existing materials.

Modeled and textured factory architecture, small hut on right and terrain using existing materials. Illustrated mural painting with character. Office building on right created by another artist.

Modeled and textured factory architecture, small hut on right and terrain using existing materials. Illustrated mural painting with character. Office building on right created by another artist.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Set dressing using existing assets. Modeled and textured architecture and terrain. Textured with existing materials.

Mailbox asset created for set dressing. Modeled and textured all details of final in-game art.

Mailbox asset created for set dressing. Modeled and textured all details of final in-game art.

High poly model and final textured asset on right. Decorative statues sculpted in zbrush.

High poly model and final textured asset on right. Decorative statues sculpted in zbrush.

Mailbox asset created for set dressing. Modeled and textured all details of final in-game art.

Mailbox asset created for set dressing. Modeled and textured all details of final in-game art.

One of the Zbrush sculpts I created for the mailbox .

One of the Zbrush sculpts I created for the mailbox .

Concept art. Modeled and textured sc1000 hermann bomb. Final game art for use as set dressing.  Art direction by Kevin Long

Concept art. Modeled and textured sc1000 hermann bomb. Final game art for use as set dressing. Art direction by Kevin Long

Concept art. Modeled and textured sc1000 hermann bomb. Paint variation and close up of  zbrush sculpted details.  Art direction by Kevin Long

Concept art. Modeled and textured sc1000 hermann bomb. Paint variation and close up of zbrush sculpted details. Art direction by Kevin Long

Concept art. Modeled and textured sc1000 hermann bomb. Fun paint variation. Textured using substance painter.

Concept art. Modeled and textured sc1000 hermann bomb. Fun paint variation. Textured using substance painter.

Operation Intercept is a DLC war map based off of Saint Lo.
As Sr. Environment Artist I was responsible for the art pass of the Power Plant building exterior and interior. Also in charge of the art pass on smaller buildings and terrain before the train station. The building is used in objective 3 where the player escorts a tank through it to the train station.
Modeling and texturing completed in engine using bsp. Set dressing and texturing completed using existing assets.
I was also responsible for the creation of mailbox assets placed in the map. I created all high poly models, low poly models, texturing and final in-game art of mailbox assets.
Art Direction: Charles Morrow
Lead Environment Artist: Jeff Degenhardt