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Over the course of the development of "Call of Duty: Infinite Warfare" I had the pleasure to work as Map Lead for "The Retribution", and then transitioned to a Senior Texture Artist role, where I supplied materials to the campaign, multiplayer, and vehicle teams.

As a Map Lead on the "Retribution" map I oversaw and gave feedback to artists, created key art, ensured cohesive aesthetics across the map, outsourcing of props, and level optimization. In addition to that, I worked with the Design and Animation teams attached to keep communication open and overcome any hurdles we encountered. 

As a Senior Texture Artist I oversaw a small team of 3 artists. In addition to creating assets along with the team, I provided training on the Infinity Ward pipeline, and provided artistic and technical support. I also worked closely with Tech Art in helping to develop the PBR pipeline, provide technical documentation, and gave presentations on PBR principles and Substance Designer workflows.

Below you will find in game shots of the maps that I had the pleasure of providing and material support, followed by material renders.



This video gives a tour of the "Retribution" ship in Call of Duty: Infinite Warfare, which acts as a home base throughout the game. I had the great pleasure of being Map Lead for a portion of time on this map, as well as being the primary Texture Artist throughout. World Arists (Miguel Rodriguez, Elpidio Loveranes, Javier Perez, and Matt Evans. Lighting by Ifedayo Ojomo.

Additional screenshots of the "Retribution" interior are below.

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Geneva Map - For this map I supplied multiple ground textures including wall materials, wood planks / interior paneling, asphalt / cobblestone blends, stone flooring, wall panels, dirt blends, and vehicle textures.

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Ship Assault - These missions were heavy on the "SDF" faction. I created a variety of raw metal, anodized metal, rubber, cloth, insulation, and painted metal materials.

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Mars - I was responsible for material support on this map. For the inflatable tent I provided tarp, cloth, and decal materials. For the ship I provided multiple tiling materials the ship artists mapped to. Finally, for the terrain materials (excluding the rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. The original materials were created by Tom De La Garza.

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Prisoner - Provided stone floor textures.

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Ship Materials - In addition to providing material support for campaign and multiplayer maps, I supplied a variety of materials for the Vehicle Team. These materials included painted metal, ceramic tiles, and insulation.

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Material Renders - Substance Designer was the primary creation tool for the materials shown below. All but 2 were created fully inside of Substance Designer. This provided great flexibility in terms of look cohesion, iteration time, and overall speed in getting materials into game as quickly as possible.

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