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Battlefield Hardline

Art Direction, Lead Artist on Episode 6.

Our Vancouver team was already co-developing BF: Hardline with our team in California while I was working on a different project that never got off the ground. I joined a few months later and took over the development of Episode 6 as well as some additional support on the beginning environment of Episode 4. This required a lot of general polish, set dressing, iteration with level design, optimizations, and bug fixing. I happened to be learning Mari for that other, cancelled project so I thought I'd leverage some of that by building a few assets as well with that new workflow. Urinals and lavatory sinks never looked so good.

As luck would have it, there were a lot of vehicles in BF: Hardline as well and I ended up overseeing the final push to quality on the entire stable of vehicles.

Thanks to the team and my wingman, Hafid Roserie who shared AD duties with me on all the Vancouver content over the years.