Contributed to world-building, level construction, textures, assets and technical asset optimization using the Radiant engine for high-profile single-player campaigns and multiplayer maps.
Key Contributions:
Full-Lifecycle World Building: Brought environments from initial block-out stage to final ship quality, modeling structural assets, dressing scenes, and placing prop sets.
Level Design Alignment: Collaborated directly with Level Designers to construct geometry and sightlines that supported fast-paced, high-traversal gameplay mechanics.
Technical Constraints & Optimization: Strictly managed draw calls, texture budgets, and geometry density to hit and maintain locked 60 FPS performance targets across console and PC platforms.
Engine & Pipeline Expertise: Worked extensively within Activision's proprietary Radiant editor to author BSP geometry, set up collision models, and refine lighting setups.