I joined Activison to work on X-Men: The Official Game as lead technical artist. My main focus was on troubleshooting levels in 3ds Max, level art changes, AI path tweaks, event scripting and a wide array of optimizations.
I worked extensively in the Havok visualizer to fix collision errors throughout the various game locations. This was particularly important on the Ice Man levels where the player could slip through the smallest seam in the collision geometry.
I acted as Perforce version control administrator and art check in supervisor as the game was finished. During this phase of production I was reviewing art and level changes to ensure visual quality and maintain build stability.