My responsibilities on Halo 5 included world building, level assembly, prop modeling, materials and textures, rigging and animating environment assets, optimization, asset integration, LODs, collision, and destruction setup.
For Halo 5, I was responsible for world building and level assembly on Shipyard, interpreting the block-in and design. I used existing assets, kitbashed others, and on occasion built my own using the palette's trims and tiles. Design by Chris French, block out by Rory Young, lighting by Rae Chen, with Chris Ryzebol as the map lead, who also did additional set dressing.
For Sunaion, I worked in the interior spaces and created unique assets like floors and ceilings, but also did level assembly. James Munroe, Patrick Hammond, Chiyo Lai, Jeremiah Strong, and Eli Hanselman built and textured the assets, with Chiyo Lai as map lead. The ground pound vent asset I built and textured, as well, based on a concept by Janet Ung.
For the maps Attack on Sanctum and Temple, I helped out with materials, organic models, organic set dressing, level assembly, and general bug fixing. These were a huge team effort, with Mattias Kylen as lead and terrain master. Fellow artists and designers include Kenny Magnusson and Kevin Dalziel (lighting), Oliver Regueiro (skybox), Patrick Wren (design), Ignacio Guajardo Unanue, Aenok Oh, Connor McCampbell, BJ Christian, Ben Nicholas, Ryan Peterson, (environment art), Kim Haines (tech art), and more!
For Halo 5, I also authored materials. On the Sunaion trim and decals, the glyphs were concepted by Janet Ung that I prepared in ZBrush and Photoshop to create normals and materials from. The materials behind the decal materials, the concrete and onyx, were done by other artists on Sunaion. The rubble tile was built based on currently existing assets, which were provided by the destruction team that I then textured and made a tile from.
I was responsible for modeling the Forerunner movement set for Halo 5: Guardians used across various campaign missions and multiplayer maps, which included the land cannon, man cannon, and teleporter. FX by Jason Yacalis.
A few examples of foliage I authored for Halo 5 used across various campaign missions and multiplayer maps.
For the Arbiter Lich, I reskinned the Covenant shell parts, created new materials, and did some additional sculpting, as well as kitbashed areas like the center from exterior parts of the Lich. The Lich was originally modeled by Chin Fong (interior) and Can Tuncer (exterior). Phil Liu assembled the UNSC parts. BJ Christian was lead for this Lich version.
I set up variants, damage transitioning, debris spawning, and kitbashed and UVed additional damage states when necessary, as well as general bug fixing for dynamic assets.