Black Ops:

Cold War

FireTeam

This was my one of finest moment in lighting, where the stakes were high and every mistake could cost hours. I was solely responsible for lighting a battle royale-style map, with long bake times and even longer build/compile times. Working smart was essential and every decision had to contribute to a robust and high-performance lighting setup. After successfully completing three maps on my own, I had the opportunity to lead another artist in delivering a fourth and a fifth map. This experience not only sharpened my technical skills but also helped me grow as a leader and start thinking critically about creating tools to support other lighters.

Black Ops:

ColdWar

Multiplayer

& Zombie

Back to the classic bread and butter of Call of Duty Multiplayer and Zombies. I had the pleasure of working on the lighting for Drive-In and Echelon in Multiplayer. With the smaller scale of these maps compared to Fireteam, I was able to really focus on crafting realistic visuals and enhancing the overall fidelity of the levels, while still meeting strict visibility standards essential for competitive gameplay.

For the Zombies map, visibility and performance were less restrictive, which allowed me to lean fully into a grim dark aesthetic. With bigger performance budget lighting , I created a atmospheric night setting, supported by a variety of light fixtures.

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Black Op 4