Call of Duty: WWII - Liberation - Paris Headquarters Interior
War Room
Responsible for architecture/set dress; created several assets for scene including map table, map stand, work tables, clock board, blinds, wall wood materials/treatment. Supervised creation of several other props/materials.
War Room Hallway
Responsible for architecture/set dress; created several assets for scene including map table, map stand, work tables, clock board, blinds, wall wood materials/treatment. Supervised creation of several other props/materials.
War Map Table
War map table and markers that I created for War Room based on provided ref/concept. Modeled with 3DS Max. Map graphics created by Raven art director Eric Spray. Other texture work created/finished in Photoshop.
War Map Table
War map table and markers that I created for War Room based on provided ref/concept. Modeled with 3DS Max. Map graphics created by Raven art director Eric Spray. Other texture work created/finished in Photoshop.
Billiards Room
Responsible for architecture and set dress. Created key assets including billiards table, floor rug, doors/frames, wood wall materials/treatment. Supervised creation of other assets. Used some pre-existing assets as well.
Billiards Table
Billiards table model I created based on provided reference. Modeled in 3DS Max and Zbrush, textured in Substance Painter.
Billiards Table
Billiards table model I created based on provided reference. Modeled in 3DS Max and Zbrush, textured in Substance Painter.
Billiards Table
Billiards table model I created based on provided reference. Modeled in 3DS Max and Zbrush, textured in Substance Painter.
Storage Room
Responsible for room architecture and set dressing. Most assets were pre-existing or were created by other artists under my supervision. Assets specifically created by me include shelving cases and canvas drop cloth.
Storage Room
Responsible for room architecture and set dressing. Most assets were pre-existing or were created by other artists under my supervision. Assets specifically created by me include shelving cases and canvas drop cloth.
Comms Room
Responsible for room architecture and set dress. Created some models in this shot including work table, ash tray, international clock board, and desk lamp. All other assets created by other artists.
Projector Room
Responsible for room architecture and set dressing. Most assets in this scene created by other artists under my supervision. Assets specifically created by me include conference table, blinds, map stand, and wood wall materials.
Projector Room
Responsible for room architecture and set dressing. Most assets in this scene created by other artists under my supervision. Assets specifically created by me include conference table, blinds, map stand, and wood wall materials.
Interrogation Room
Responsible for room architecture and set dress. Most assets in this scene created by other artists under my supervision. Assets specifically created by me include work table and blinds.
Interrogation Room
Responsible for room architecture and set dress. Most assets in this scene created by other artists under my supervision. Assets specifically created by me include work table and blinds.
Hallway
Responsible for building and set dressing. Most assets in this scene created by other artists under my supervision. Assets specifically created by me include doors/frames, blinds.
Ornate Wooden Door Set
Door/frame/frieze model sets that I created based on provided reference. Modeled in 3DS Max, textured in Substance Painter.
Ornate Wooden Door Set
Door/frame/frieze model sets that I created based on provided reference. Modeled in 3DS Max, textured in Substance Painter.
Ornate Wooden Door Set
Door/frame/frieze model sets that I created based on provided reference. Modeled in 3DS Max, textured in Substance Painter.
Ornate Wooden Door Set
Door/frame/frieze model sets that I created based on provided reference. Modeled in 3DS Max, textured in Substance Painter.
Ornate Wooden Door Set
Door/frame/frieze model sets that I created based on provided reference. Modeled in 3DS Max, textured in Substance Painter.
Electrical Outlets
Electrical outlet model set that I created based on provided reference. Modeled in 3DS Max and Zbrush, textured in Substance Painter.
Nazi Officer Ashtray
Ashtray model that I created based on provided reference/concept. Modeled in 3DS Max, textured in Substance Painter.
Call of Duty: WWII - Liberation - Paris Headquarters Interior
Acted as lead environment artist on Liberation campaign mission; oversaw all environment art production by Raven art team on this map. (2017)
Personally responsible for several interior spaces in occupied Parisian headquarters building based on art direction provided by Raven AD Eric Spray. Content includes assets created by myself, assets created at Raven under my supervision, and some pre-existing assets created by artists at other studios.
Art that I created in billiards room and war room served as look development that informed several other zones in map.
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