Call of Duty: Black Ops 6 "High Rollers"
Armory- Responsible for the in-engine geometry, set dress using existing assets, and material treatment.

Armory- Responsible for the in-engine geometry, set dress using existing assets, and material treatment.

Armory- Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Ceiling model by Matthew Dismuke.

Armory- Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Ceiling model by Matthew Dismuke.

Lockbox Room - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Modeled and textured lockbox assets. Lockbox material assistance by Josh Terry. Architecture blockout by Andrew Kelley.

Lockbox Room - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Modeled and textured lockbox assets. Lockbox material assistance by Josh Terry. Architecture blockout by Andrew Kelley.

Lockbox Room - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Modeled and textured lockbox assets. Lockbox material assistance by Josh Terry. Architecture blockout by Andrew Kelley.

Lockbox Room - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Modeled and textured lockbox assets. Lockbox material assistance by Josh Terry. Architecture blockout by Andrew Kelley.

Wine Cellar - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Created brick arch model.

Wine Cellar - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Created brick arch model.

Wine Cellar - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Created brick arch model.

Wine Cellar - Responsible for the in-engine geometry, set dress using existing assets, and material treatment. Created brick arch model.

Call of Duty: Black Ops 6 "High Rollers"
Armory - Lockbox Room - Wine Cellar
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A suite of gameplay spaces in the high rollers mission, in which I was able to take to a finished state from blockout. I enjoyed being given the flexibility to play with depth and room scale, while looking for opportunities to introduce complexity to the rooms.
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Art Direction: Eric Spray
Environment: Tim Yen, Matthew Dismuke, Jongsoo Lee
Lighting: Andrew Dehner, Christopher Mathieu
PG: Caleb Tomplait, Andrew Kelley, Nicholas D'Alfonso, Jay Karasu