Doom

Working on Doom, I was responsible kit bashing, creating geometry and assigning materials in a way that did not interfere with the fast paced multiplayer. This was a huge team project with too many people to list and thank, but special appreciation goes to David Ancira and Christopher Reeves; my leads who taught me a lot.

Ritual

On this map I was responsible for the initial pass of environment modeling, texture application and set dressing in this area, based off a level design blockout by Steve Massey. The talented artists at id Software then came and took the map to polished completion.

Foundry

On this map I was responsible for helping bring the map to polish with environment modeling, texture application, set dressing and optimization. A special shoutout goes to David Ancira; my map lead who taught me a lot during production of the following two maps.

Disposal

On this map I was responsible for the initial pass of environment modeling, texture application and set dressing in this area, based off a level design blockout by Josh Tyrell.