Website powered by

Halo Infinite - Dungeons Tech Art

As a tech artist, I provided a lot of support for setting up the campaign dungeon spaces in early to mid production. For these maps, I would review the entire level and divide sections of rooms up into chunks that would be loaded and unloaded as needed when the player progressed through the level. I would set up partitions using Maya, and then build a system of volumes in our game engine to control what would be loaded and when. Later on in production I would also regularly review levels to make sure content was organized in our engine properly to ensure smooth streaming transitions, and I also went through all our dungeons to make sure doors were properly set up to prevent players from backtracking into unloaded areas, and prevent situations where players could see out of environment.

In addition to this work, I also provided miscellaneous support for other technical issues in these spaces such as LOD pop/other LOD issues, and setting up HLODs in some specific dungeons that needed it. I also created documentation to fully detail how dungeon structure was set up, and created detailed maps of our dungeons with information on loading volumes to provide support for our QA teams that were testing these areas as well.