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Destiny // PS3, PS4, 360, XB1

Bungie / Activision
Destiny (PS3, PS4, XB360, XB1)
May 2012 - September 2014 | Bellevue, WA

On the environment (Earth) team. I've worked in collaboration with my fellow Earthlings & alongside the design team on many areas for Old Russia. Work ranges from modeling small props, large buildings, world-building, terrain, scene finishing, and volume markups for transitions. Areas mainly include Old Russia: Cosmodrome, Skywatch, Forgotten Shore, Rocketyard, Refinery, Mothyards, Lunar & Terrestrial Complex.

While on the lighting team (Mars), I was responsible for many Cabal & Human lighting. Secondary tasks include final polishing & optimizations across different worlds. I have re-architect problem areas & updated geometry as needed to aid in proper lighting — Human locations: Meridian Bay, Dust Palace, Tharsis Junction, Freehold, The Buried City. Cabal locations: The Hollows, Freehold, Firebase Rubicon, Rubicon Wastes, Scablands, Valley of the Kings, Cerebes Vae III.

Architect and modeled the main structure in the distance (Lunar Complex) as well as some scene finishing & decorator pass.

Architect and modeled the main structure in the distance (Lunar Complex) as well as some scene finishing & decorator pass.

Transitioning from Mothyards to the Lunar Complex interior. Modeled interior & scene finishing. Also responsible for transition markup volume.

Transitioning from Mothyards to the Lunar Complex interior. Modeled interior & scene finishing. Also responsible for transition markup volume.

An aerial shot of the Terrestrial Complex as seen in Skywatch. Responsible for architect & modeling of the building. Usual decorator & decal pass.

An aerial shot of the Terrestrial Complex as seen in Skywatch. Responsible for architect & modeling of the building. Usual decorator & decal pass.

Lunar Complex interior. Architect & modeling of interior shell & decorator pass.

Lunar Complex interior. Architect & modeling of interior shell & decorator pass.

Task include some terrain sculpting/painting, decorator pass, & geometry cleanups.

Task include some terrain sculpting/painting, decorator pass, & geometry cleanups.

Modeling, architect, world building, decorators, and decal pass for the underground warehouse/bunker area located in The Steppes.

Modeling, architect, world building, decorators, and decal pass for the underground warehouse/bunker area located in The Steppes.

Architect & propping. Also responsible for modeling of the desks.

Architect & propping. Also responsible for modeling of the desks.

Architect, modeled interior walls, and propped. Minor decorator pass, & some scene finishing. Also setup transition markup from Skywatch and Forgotten Shores.

Architect, modeled interior walls, and propped. Minor decorator pass, & some scene finishing. Also setup transition markup from Skywatch and Forgotten Shores.

Architect, modeled interior walls, and propped. Minor decorator pass, & some scene finishing.

Architect, modeled interior walls, and propped. Minor decorator pass, & some scene finishing.

Responsible for architect & modeling of the exploratory ship that is found in the middle of the Forgotten Shores.

Responsible for architect & modeling of the exploratory ship that is found in the middle of the Forgotten Shores.

Architect & modeling of the modular building pieces. Also some propping, and decorator passes.

Architect & modeling of the modular building pieces. Also some propping, and decorator passes.