Halo Infinite | MP Behemoth, Forerunner Architecture Set

Responsibility: prototype, plan & design with a small strike-team to develop a complete beauty section based on Josh’s intriguing & classic concept targets, while helping to refine a texture-based approach with Art Direction (SPARTH). After this example was built, I organized & planned for the outsource of a decent portion of the map with hard-working Pixel Mafia Studios team. I interlocked all the interesting layout art from Chris for clear socketing architectural read between elements, while teaching OS partners our workflow, then integrated and then tuned all assets all with daisy-chained material sets with a handful of stencil patterns for a macro read at a distance. Through the end production I worked iterations of feedback loops for polishing & maintaining optimization of LOD chains of the structures to perform at 60fps on Xbox with smooth & subtle transitions.
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Modeling: Patrick Hammond (Lower-Sail & Undercarriage Model Set), Sharlene Lin (Wall/Ceiling/Light Model Set), Jihoon Kim (Entry Pillar/Ramp/ManCannon Modeling), Cynthia Jensen (Side Structure/Outer-Ring Stencil Patterns), Todd Alberda (Side Entry Ramps/Floor)
Pixel Mafia: Upper/Side Sails, Central Hub Bridge, Outer-Ring & Chamber Rooms
Layout Art/Map Lead: Chris Ryzebol
MP Lead: Donnie Taylor
Surface Shaders (Master Set): Chiyo Lai
Surface Paint/Weathering: Matthew Cerasoli
Surface Lead: Rogelio Olguin
Lighting: Kevin Dalziel, Tyler Feddeler
Art Direction & Concept: Nicolas Bouvier (SPARTH), Josh Kao
Environment Content Managers: Mattias Kylen & Marc Brinkley

https://www.artstation.com/artwork/kl2xB0
https://www.artstation.com/artwork/lxJV5O