Jedi: Survivor - Holomap Artist
Worked with the collision and UI teams to bring Jedi: Survivor's Holomap to life.
My work implementing, tuning, and maintaining the holomap's meshes, collision, and implementation involved work on every level of the game.
I handled designing and modeling the meshes for the levels:
- Drafted, refined, and iterated on 80% of map art to maximize readability and player comprehension
- Implemented level geometry, created collision, and detailed actors throughout all levels in Unreal Engine
- Maintained stability and accuracy of the Holomap by keeping constant cross-discipline communication
- Worked closely with multiple other departments to verify, iterate on, and elevate design intentions
- Independently learned toolsets and pipelines while teaching and troubleshooting with team members
My work implementing, tuning, and maintaining the holomap's meshes, collision, and implementation involved work on every level of the game.
I handled designing and modeling the meshes for the levels:
- Koboh (including the background/contextual art, all areas aside from the Forest and Canyon)
- Jedha's Temple
- Shattered Moon (including the background/contextual art)
- Nova Garon (including the background/contextual art)
- Coruscant