


My main responsibilites as a level artist for the FC3 CO-OP campaign was to be responsible for the general look and feel of the levels, bringing them from blockout to full working levels together with prop artists and level designers.
Specific responsibilities includes:
Terraforming: The shaping and texturing of the terrain.
General Dressing: The placement of props, buildings, trees, bushes, rocks etc.
Composition: Bringing it all together for beautiful key-shot locations in every part of the level.
Optimizing: Making sure the level ran at the target frame-rate. Helping out designers to make sure we had proper occlusion and following basic culling principles.
Placing particle effects: Working together with the VFX-team to plan particle effects and place them in the world.
Tweaking Materials/Shaders: Making sure the shaders worked as they were supposed to and tweaking them by creating cubemaps or changing values to align better with the current Art Direction.
Lighting: FC3 COOP had no assigned lighting artist so the responsibility was placed on each Environment Artist to light their own levels. All lights and (at times lightmaps) were placed and created by me.
In all I was responsible for three levels of the co-op campaign including the DLC. Though there were times I had to help out on other levels but that is game-development. Everybody has a hand in everything :)

















My first job in the industry was with Evolution Studios and the PS3 exclusive game "Motorstorm Apocalypse". My main responsibilites were those of a junior artist. Lodding, optimizing, creating textures and props for use in the levels. At times I would get the chance to do some actual world modelling which was usually creating roads or terrain for the certain levels.

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