Call of Duty: Infinite Warfare Environment Shots

Here are a number of shots from maps I contributed to primarily as texture support with some world building. See comments below each render for more information. It was a real pleasure getting to contribute to this project and an even greater pleasure working with so many amazing people!

There are too many artists and tech team folks spread across multiple studios to credit here but I wanted to give a shout out to all of the teams involved that made such a kick ass world to explore!

Substance Designer was used heavily on the production, with most textures being created entirely inside of Designer. nDo was used to create details for the painted metal trim sheet and the painted metal ship flooring.

Call of Duty®: Infinite Warfare – UNSA Retribution Flight Deck Tour

Responsible for texture creation / application. World Arists Miguel Rodriguez, Elpidio Loveranes, Javier Perez, Mike Carlyle, and Matt Evans. Lighting by Ifedayo Ojomo.

Responsible for texture creation / application. World Arists Miguel Rodriguez, Elpidio Loveranes, Javier Perez, Mike Carlyle, and Matt Evans. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World geo and set dressing by Elpidio Loveranes. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World geo and set dressing by Elpidio Loveranes. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World geo and set dressing by Javier Perez. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World geo and set dressing by Javier Perez. Lighting by Ifedayo Ojomo.

Responsible for world geo, texture creation / application, set dressing. Lighting by Ifedayo Ojomo.

Responsible for world geo, texture creation / application, set dressing. Lighting by Ifedayo Ojomo.

Responsible for material support. World geo and set dressing by Elpidio Loveranes. Lighting by Ifedayo Ojomo.

Responsible for material support. World geo and set dressing by Elpidio Loveranes. Lighting by Ifedayo Ojomo.

Responsible for texture creation / application. World Arist Javier Perez. Lighting by Ifedayo Ojomo.

Responsible for texture creation / application. World Arist Javier Perez. Lighting by Ifedayo Ojomo.

Responsible for some world geo, texture creation / application. World Arists Miguel Rodriguez, Elpidio Loveranes, Javier Perez, and Mike Carlyle. Lighting by Ifedayo Ojomo.

Responsible for some world geo, texture creation / application. World Arists Miguel Rodriguez, Elpidio Loveranes, Javier Perez, and Mike Carlyle. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World Arist Miguel Rodriguez. Lighting by Ifedayo Ojomo.

Responsible for texture creation. World Arist Miguel Rodriguez. Lighting by Ifedayo Ojomo.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

I created a variety of materials found in the Operation Blood Storm mission. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Operation Blood Storm mission. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Operation Blood Storm mission. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Operation Blood Storm mission. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Ship Assault missions. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Ship Assault missions. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Ship Assault missions. All other assets and materials were created by artists at Raven Software.

I created a variety of materials found in the Ship Assault missions. All other assets and materials were created by artists at Raven Software.

For the inflatable tent I provided tarp, cloth, and decal materials. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

For the inflatable tent I provided tarp, cloth, and decal materials. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

For the inflatable tent I provided tarp, cloth, and decal materials. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

For the inflatable tent I provided tarp, cloth, and decal materials. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

I provided multiple tiling materials the ship artists mapped to. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

I provided multiple tiling materials the ship artists mapped to. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Gold foil support. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

Gold foil support. Terrain materials (excluding rock models) I did a polish pass adding detail and providing providing cohesion to the look of the blended materials. Original materials Tom De La Garza.

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.

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.

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.

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.