I was the Map Owner for the level shown bellow which meant I was responsible for orchestrating all the visuals that went into the map. I worked closely with the Art Lead and Art Director to help establish our new visual quality bar for levels. Once design was done placing the buildings and creating game-play-spaces I did all the prop placement, swapped and adjusted buildings for aesthetic reasons, created the level's color palette, worked on site-lines, added grime and cracked stucco, and created the Shader Library which housed all the parent materials used on the buildings for this level. I was not responsible for creating the base content that I placed in the map (textures, buildings, props, collision, or skydome etc).



    Bellow is an image of what the level looked like before I started my work. Its just blank buildings and ground.



    The next images show more of the work I did which was mainly aesthetic choices, visual diversity, and making the world feel lived-in.