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Halo Infinite - MP Maps Season 3

I provided a variety of tech art contributions to the seasonal MP maps with the goals of tracking map performance over time, eliminating various issues with assets in the map, and providing optimizations where needed. Some of my contributions include:

- Provided setup and ongoing maintenance support for the "hub map" level that would update each season to reflect new story events and settings.
- Adding the maps to nightly automation runs, including setting up camera points to persistently review performance in strategic locations.
- Evaluating the map for collision density, and making modifications to areas where density ran over reccomended levels.
- Reviewing the map for "clown car rocks" and performing cleanup (areas where a high number of assets were overlapping or duplicated beneath the terrain, needlessly taking up performance budget)
- Coming up with a shot list to provide a comprehensive set of animated shots of the level for internal review and possible eventual external publication, setting up the camera splines, combining them into a single composition track, and setting them up to be captured via our nightly automation tools.
- Reviewing assets in the map for rough LOD transitions and adjusting transition distances for broad categories as well as individual assets when needed.
- Reviewed all assets over a certain poly budget and set up shadow proxy meshes for them.
- Persistently checked maps for common level errors in engine to prevent issues down the line such as duplicate GUIDs, paths over character limit, duplicate names, etc.
- Spot fixes for bad LOD meshes when needed.
- Reviewed assets in vista areas to ensure they were following additional performance requirements for vista objects.
- Set up soft ceiling boundaries around open maps like cliffhanger to prevent players from flying out of certain areas.