On the God of War production, I held the role of Sr Staff Environment Artist. I was the point person for the environments on several part of the game. This meant making sure the visual quality was sustained throughout the level, that the wads fit within technical budgets and that everything was completed within the expected deadlines. I was also responsible to coordinate with other departments, design, production, lighting and character art.
I worked on the 2016 E3 demo that revealed the game. I was responsible from its early start as a grey model to establish the layout of the demo, iterating the environments as the project developed. On the final product, I worked on the modeling and texturing of forest assets, on the Troll bridge arena architecture kit and shaders, and the Deer kill area. My work on this level was the assembling, the composition and the dressing of these areas. Most of the work done for the E3 demo ended in the final game.