last time I posted here was probably at least a year ago :P
So now when Splinter Cell Blacklist is done, finally I can post some of stuff which i worked on.
Since I am not alone from polycount who worked on this game, check out some other awesome posts by my peers, such as danjohncox and his art dump thread nearby (http://www.polycount.com/forum/showthread.php?p=1917337#post1917337
) and probably other ones which I haven't seen yet but hoping to
I worked on Multiplayer levels, where we had to face various related challenges, but in the end it was a huge fun and I enjoy playing the game after it's release
We had quite a harsh tech restrictions for everything you can think of (many materials don't even have Normal and/or Spec maps). On top of that the fast-paced competitive on-line gameplay posed serious layout and visual language requirements, so obviously sacrifices were made, but we tried to do our best.
As a Level Artist I had to work closely with Level Designer and Art Director in order to come up with solutions that both satisfied gameplay and visual aspect in my map, followed by required tech optimization and bug fixes in the end.
First, is a map called Silo which was my "main" assignment. Here I started working with my LD on a basic layout. Did most of architecture / structure modeling from blokout to final, mapping, all the art layout following LD restrictions, did some of the props and some of the textures. I've got a big help from a fellow Modeller and several Texture Artists as well as a Lighting Artist. I also recycled few of the props / textures from SinglePlayer assets to save some time.