CALL OF DUTY: Ghosts
RESPONSIBILITIES: Modeling / Texturing Props and Environments
At the time, I was just a junior artist that was thrown into the deep end by becoming the asset lead. This was a four month long project spread between our London and LA office. Each office had the responsibility of creating six fully CG in game cinematics. I was one of the few staffers that was going to be on the project for the entire duration, which put me into the situation of becoming asset lead. We hired some amazing senior artist to help build the multiple assets that we needed. I made sure that they were sticking to the pipeline, and that we were staying on schedule. Since we had over twelve cinimatics being developed at the same time, it was hard keeping up with the demand. I manly focused on pumping out all the previs assets, while the senior artist created the hi res models. I eventually got myself out of previs work, and was able to create; ships, tanks, planes, and even some environments.