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Portfolio

The Bureau Xbox 360, PS3, PC

The Bureau is a 3rd person shooter based on the XCOM franchise. I worked on various projects while working in-house at 2K HQ, but they were all support roles to help close out other projects (like the XCOM remake, Spec Ops, BioShock Infinite) and DLC content , but nothing I actually made myself. I guess working on those other projects was my first foray into Tech Art proper, but I didn't really think much of it at  the time.

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Anyway, TBXD had gone through many iterations with it's art direction. The final look of the game was way different than what I had first seen starting there. I was brought in to both create environment art and as level design support while new design hires got up to snuff with Unreal Engine 3.

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Art creation was faster than you think since there was an already existing art library made in a whole different art style than what the final product released with. The art team basically remodeled new assets over the existing models' footprints, or they were retextured if we could get away with it.

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The more interesting things I worked on from scratch were vehicles and alien texture props sets that slowly infected the landscape around the player.

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Some levels I worked on completely; creating environment art and props and lighting along with the level design/scripting components. Other areas of the game I only focused on env art or props, or just lighting or design, or a combination of a couple of those things. I did not handle any narrative or combat level content, just kismet streaming, combat arenas and gameplay triggers. This was the first project I worked on where roles were becoming more noteably specialized, so there were now cinematic designers and combat designers integrating those elements as their own streamed levels. I just made sure everything played out as planned.

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Duties:

Environment Art; Models, Textures, Lighting, optimization

Environment Art Props; Models, Textures

Materials

Level Design and Kismet Scripting

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