When I first started at high moon, I helped the prop team import their props through the engine. I also helped with props that required additional shader features. I created several glass props and helped to set up some of the animated "smart glass" around the level, including the glass for the tablet in the screenshot and some signs and scales that had animated screens. Finally, I also painted vertex wind animation for all of the trees and awnings in this level.
My work group was assigned 2 single player maps, the earlier (and perhaps more infamous due to the graveyard scene) shipped with the title "Atlas". This level was somewhat easy as the second half of "training" runs you through the first section of the level, but getting the content to work with multiple light sets was a unique challenge.
In this particular scene the foliage was a challenge due to its complexity and it needed to be recreated almost from scratch for PS3 to reduce the overdraw.
Another picture from Atlas, this is the opening of the cabin fight. some performance challenges were introduced by the heavy foliage, many enemies, and long draw distances outside, but ultimately the level shipped running in top shape.
During this phase of the DLC, a coworker and I were tasked with setting up and maintaining the PVS portal system for burgertown.
a coworker and I were tasked with maintaining PVS portal system and fixing art bugs for ps3 and xbox 360 version.
Tasked with memory reduction, frame rate performance, and all visual bugs for this DLC map
This picture was of particular interest because the floor hologram was originally a scaled down model of the vista mountains. This was a very expensive model for performance, so I created a new, cheaper hologram mountain effect to replace the old hologram model.
Tasked with visual bugs performance, and memory optimization. We had a workgroup for this map.
Tasked with visual polish, Memory and performance optimizations, and gameplay/collision fixes
Another shot of the space elevator level Ascend.
Tasked with memory reduction, performance, and visual polish.
Another shot of Defender
we were also tasked with performance, visual quality, and memory optimization of the finale level of the game, "Terminus". The level was broken into three sections, a fly in to an underwater breach, a missile silo, and finally the apartment of Kevin Spacey's character, Irons, which though short was difficult due to the massive city view he has. This picture is from the missile silo portion.
Another shot of the silo
Underwater section of the level
A heated battle during the fly in portion of the finale. I had to do a lot of work on performance due to long draw distances and big amount of AI. I also spent time on the drone helicopters and buildings as the level looked very bland on ps3 originally, however I think it came out very well.
Another shot of the level fly-in
Tasked with art and PVS fixes
Another scene from atlas (This picture is actually from the next gen version). current gen technology did not support tessellation, so we had to re-rig a newly modeled tube to match this effect..