3D Environment Artist
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Six Days in Fallujah - Exteriors

Six Days in Fallujah is a game that was developed to emulate the experiences the US Marines present during the battle of Fallujah.
Through the use of randomly generated maps the goal was to replicate the unknowability of fighting in an unfamiliar environment.

Different combination of city blocks that each have their own unique obstacles were spawned to give the players agency to choose different routes while proceeding to the main objectives.

The main objective was framed using a giant structure.
I created a destroyed/messy version of the surrounding streets to show the aftermath of a combat area.

Our procedural system allowed us to spawn different version of assets and randomized time of day to give players a different experience each time they play.

I was responsible for planning the layout of this amusement park area.
I worked with our outsourcing partners to block out the rides, cleaning up/adjusting the models and materials, and integrating the asset into our procedural tools.

I was tasked to create the layout of the map to be used in one of our missions and set dress the different building plots, yards, roads, and alleys.

I arranged the perimeter walls of the different building plots to be maze-like with varying degrees of cover from enemies.
Our randomizing systems allowed for the map to spawn varied routes the players can take depending on which paths were available and which were blocked.

A messy and obstructed version of the main street with road pieces I worked on.

I used decals and modeled damaged versions of the trim/perimeter walls on the green building to show some wear/destruction and populated the streets adjacent to it.

The images above are from the same vantage point and our goal was to generate unique layouts of city blocks, buildings, and roads each time the players load into the game.