Every game has challenges, giant games have giant challenges.
I was deployed as a senior technical artist during the conversion of Call of Duty assets as we ported the game to the PS3 and XB 360 consoles.
I worked closely with the engineering staff as the art and game engine started to meld in to a playable state.
Tasks included level editing and lighting in the Radiant editor, asset reduction in Maya and Simplygon, art wrangling, process design, team building and more.
On a project this big there was endless opportunity and demand for me to give it my all.