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Mafia III

LEAD ENVIRONMENT ARCHITECT
HANGAR 13 STUDIOS Oct 2014 – July 2017 | Novato, CA
Mafia III is an open world action game that takes place in New Bordeaux (a fictional New Orleans), in the turbulant south in the late 1960's. I was one of the leads on the environment team over all the props in the game. I started my work paired up with designers working on unique hideouts. I worked on seven hideouts altogether before I moved over to managing all the prop production.

Mafia III is an open world action game that takes place in New Bordeaux (a fictional New Orleans), in the turbulant south in the late 1960's.  I was one of the leads on the environment team over all the props in the game.

Mafia III is an open world action game that takes place in New Bordeaux (a fictional New Orleans), in the turbulant south in the late 1960's. I was one of the leads on the environment team over all the props in the game.

Location: Vito's Dock.  What I did: I was level architect on this hideout. I did layout and modeled and iterated with a designer to tweak gameplay in the level.  I created the asset list and greyboxed all the assets and took many to final.

Location: Vito's Dock. What I did: I was level architect on this hideout. I did layout and modeled and iterated with a designer to tweak gameplay in the level. I created the asset list and greyboxed all the assets and took many to final.

Location: Vito's Dock.  What I did: I did the layout and modeled Benny's restaurant.  I set up destruction on the doors, windows.

Location: Vito's Dock. What I did: I did the layout and modeled Benny's restaurant. I set up destruction on the doors, windows.

Location: Vito's Dock.  What I did: Worked with designer to create an exciting combat experience.  I modeled the building and the modular booths.  I paid special attention to the structural detail of the architecture to create a convincing space.

Location: Vito's Dock. What I did: Worked with designer to create an exciting combat experience. I modeled the building and the modular booths. I paid special attention to the structural detail of the architecture to create a convincing space.

Location: Vito's Dock.  What I did: We set this up to allow the player to start the combat with a bang by shooting the suspended crates, that feature however, was sadly cut.

Location: Vito's Dock. What I did: We set this up to allow the player to start the combat with a bang by shooting the suspended crates, that feature however, was sadly cut.

Location: Vito's Dock.  What I did: I modeled and animated the chum warehouse and the machine, so that during shootouts if enemies fell onto the conveyor belt, their bodies were delivered to the chummer.

Location: Vito's Dock. What I did: I modeled and animated the chum warehouse and the machine, so that during shootouts if enemies fell onto the conveyor belt, their bodies were delivered to the chummer.

Location: Vito's Dock.  What I did: Here's another angle of the chum warehouse.  I modeled and greyboxed the space, as well as validated navigation, collision, cover.

Location: Vito's Dock. What I did: Here's another angle of the chum warehouse. I modeled and greyboxed the space, as well as validated navigation, collision, cover.

Location: Vito's Dock.  What I did: I modeled all the structures, props and did the set dressing.  What I didn't do: Many of the buildings were textured by artists in our sister studio in 2K Czech.

Location: Vito's Dock. What I did: I modeled all the structures, props and did the set dressing. What I didn't do: Many of the buildings were textured by artists in our sister studio in 2K Czech.

I worked with the Lead Artist who was an architect to ensure the buildings were architecturally correct.  This helped the spaces feel real despite the boxy cover.

I worked with the Lead Artist who was an architect to ensure the buildings were architecturally correct. This helped the spaces feel real despite the boxy cover.

Location: Slaughterhouse.  What I did: I designed the building and worked with the gameplay designer to design the layout.  Created and tested collision.

Location: Slaughterhouse. What I did: I designed the building and worked with the gameplay designer to design the layout. Created and tested collision.

Location: Slaughterhouse.  What I did: I modeled everything in the slaughterhouse (minus some common props).  I had to research the slaughterhouse process to ensure it was correct.  Created asset list, greyboxed all assets.

Location: Slaughterhouse. What I did: I modeled everything in the slaughterhouse (minus some common props). I had to research the slaughterhouse process to ensure it was correct. Created asset list, greyboxed all assets.

Location: Slaughterhouse.  What I did:  I modeled and laid out the slaughterhouse and ensured everything met gameplay metrics. I loved the business of the upper structures as the light cut through.

Location: Slaughterhouse. What I did: I modeled and laid out the slaughterhouse and ensured everything met gameplay metrics. I loved the business of the upper structures as the light cut through.

Location: Slaughterhouse.  What I did: Layout, modeling, combat testing.

Location: Slaughterhouse. What I did: Layout, modeling, combat testing.

Location: Slaughterhouse.  What I did: Layout, modeling, combat testing.

Location: Slaughterhouse. What I did: Layout, modeling, combat testing.

Location: Slaughterhouse.  What I did: Layout, modeling, combat testing.

Location: Slaughterhouse. What I did: Layout, modeling, combat testing.

Location: Slaughterhouse.  What I did: Layout, modeling, combat testing.

Location: Slaughterhouse. What I did: Layout, modeling, combat testing.

Location: PCP Lab.  What I did: I helped setup the front window for destruction.

Location: PCP Lab. What I did: I helped setup the front window for destruction.

Location: PCP Lab.  What I did: I laid out the lab and modeled everything in the lab, set up collision, cover and helped test combat. I created hideout asset list as well.

Location: PCP Lab. What I did: I laid out the lab and modeled everything in the lab, set up collision, cover and helped test combat. I created hideout asset list as well.

Location: PCP Lab.  What I did: I laid out the lab and modeled everything except the plants and did set dressing, collision, and tested combat.

Location: PCP Lab. What I did: I laid out the lab and modeled everything except the plants and did set dressing, collision, and tested combat.

Location: PCP Lab.  What I did: I laid out the lab and modeled everything and did light set dressing.

Location: PCP Lab. What I did: I laid out the lab and modeled everything and did light set dressing.

Location: PCP Lab.  What I did: I laid out the lab and modeled everything and did light set dressing.

Location: PCP Lab. What I did: I laid out the lab and modeled everything and did light set dressing.

Location: PCP Lab.  What I did: I laid out the lab and modeled everything except the electomagnetic microscope and did light set dressing.

Location: PCP Lab. What I did: I laid out the lab and modeled everything except the electomagnetic microscope and did light set dressing.

Location: Warehouse (reused multiple times, with multiple layouts in the city).  What I did: Layout, modeling, collision, combat testing, created hideout asset list.

Location: Warehouse (reused multiple times, with multiple layouts in the city). What I did: Layout, modeling, collision, combat testing, created hideout asset list.

Location: Warehouse (reused multiple times, with multiple layouts in the city).  What I did: Layout, modeling, collision, combat testing, created hideout asset list.

Location: Warehouse (reused multiple times, with multiple layouts in the city). What I did: Layout, modeling, collision, combat testing, created hideout asset list.

Location: Warehouse.  What I did: Layout, creation of modular warehouse sections.  Modeling, collision, combat testing.

Location: Warehouse. What I did: Layout, creation of modular warehouse sections. Modeling, collision, combat testing.

Location: Warehouse.  What I did: Layout, creation of modular warehouse sections.  Modeling, collision, combat testing.

Location: Warehouse. What I did: Layout, creation of modular warehouse sections. Modeling, collision, combat testing.

Location: Warehouse.  What I did: Layout, creation of modular warehouse sections.  Modeling, collision, combat testing.

Location: Warehouse. What I did: Layout, creation of modular warehouse sections. Modeling, collision, combat testing.

Location: Warehouse.  What I did: Layout, creation of modular warehouse sections.  Modeling, collision, combat testing.

Location: Warehouse. What I did: Layout, creation of modular warehouse sections. Modeling, collision, combat testing.

Location: Warehouse.  What I did: Layout, creation of modular warehouse sections.  Modeling, collision, combat testing.

Location: Warehouse. What I did: Layout, creation of modular warehouse sections. Modeling, collision, combat testing.

Location: Sports Bar.  What I did: Modeled structures, props, destructibles (windows, tables, chairs and doors) and set them up.

Location: Sports Bar. What I did: Modeled structures, props, destructibles (windows, tables, chairs and doors) and set them up.

Location: Sports Bar.  What I did: Modeled structures, props, did initial lighting pass.

Location: Sports Bar. What I did: Modeled structures, props, did initial lighting pass.

Location: Sports Bar.  What I did: Modeled structures, props, worked with gameplay designers to established metrics for tables, bars, doors, windows and small rooms.

Location: Sports Bar. What I did: Modeled structures, props, worked with gameplay designers to established metrics for tables, bars, doors, windows and small rooms.

Location: Sports Bar.  What I did: Worked with designers to establish ideal combat distances, shooting angles from above, and cover for large and normal sized enemies (large enemies would later be cut).

Location: Sports Bar. What I did: Worked with designers to establish ideal combat distances, shooting angles from above, and cover for large and normal sized enemies (large enemies would later be cut).

Location: Sports Bar.  What I did: worked with designers/animation team on stool and booth dimensions and metrics.

Location: Sports Bar. What I did: worked with designers/animation team on stool and booth dimensions and metrics.

Location: Sports Bar.  What I did: worked with designers and tech artists on destructible windows, window metrics (ensuring ability to mantle through windows, once they are broken).

Location: Sports Bar. What I did: worked with designers and tech artists on destructible windows, window metrics (ensuring ability to mantle through windows, once they are broken).

Location: Sports Bar.  What I did: Worked with animation team to define required assets for cook animations.

Location: Sports Bar. What I did: Worked with animation team to define required assets for cook animations.

Location: Sports Bar.  What I did: initial testing of cover for tables and chairs (how to cover the sides).

Location: Sports Bar. What I did: initial testing of cover for tables and chairs (how to cover the sides).

Location: Sports Bar, alternative entrance.  What I did: Modeling, 3d concepting.

Location: Sports Bar, alternative entrance. What I did: Modeling, 3d concepting.

Location: Sports Bar.  What I did: Worked with gameplay designers testing shooting angles for balconies.

Location: Sports Bar. What I did: Worked with gameplay designers testing shooting angles for balconies.

Location: Modular Bar.  What I did: Did multiple initial bar layouts to allow re-use throughout city.

Location: Modular Bar. What I did: Did multiple initial bar layouts to allow re-use throughout city.

Location: Dock Union.  What I did: Layout of both larger location as well as dock union which was re-purposed as the main office.

Location: Dock Union. What I did: Layout of both larger location as well as dock union which was re-purposed as the main office.

Location: Dock Union.  What I did: I worked with a designer, layout, re-used multiple city assets to create a unique hideout.

Location: Dock Union. What I did: I worked with a designer, layout, re-used multiple city assets to create a unique hideout.

Location: Dock Union.  What I did: Modeled Dock Union building and side garage.

Location: Dock Union. What I did: Modeled Dock Union building and side garage.

Location: Dock Union.  What I did: Created multiple entry points, exit points to meet gameplay needs.

Location: Dock Union. What I did: Created multiple entry points, exit points to meet gameplay needs.

Location: Dock Union.  What I did: Modeled garage, doors, gates and interior stairs and balcony.

Location: Dock Union. What I did: Modeled garage, doors, gates and interior stairs and balcony.

What I did: Modeled and textured boat cover asset.

What I did: Modeled and textured boat cover asset.

What I did: modeled and textured walkie talkie.

What I did: modeled and textured walkie talkie.

What I did: Modeled and textured binoculars

What I did: Modeled and textured binoculars

What I did: modeled and textured barrels, (they have a gameplay shimmer shader on them). Yep another barrel! ;)

What I did: modeled and textured barrels, (they have a gameplay shimmer shader on them). Yep another barrel! ;)