Halo: Campaign Evolved
Extra Section:
Tree Creation
Helped set dressed levels on Halo, Assault on the Control Room, and Two Betrayals. I wasn't alone in touching and developing these levels as there are plenty of overlap with other developers (Ryan Kuehn with Halo, Josh rife and Jessi Ruselowski with Control Room and Two Betrayals, Josh rife with The most Dangerous Game.)
Set dressing in Halo
Tree Creation
For the levels Halo, Assault on the Control Room, and Two Betrayals I created the the tree sets. With the challenge of supporting vegetation in Unreal in a timely manner, I worked with Tech Art and Engineering to devise a plan with the Unreal version that was performant, versatile and again, done in a timely manner. Some experiments were made to help tie in environmental storytelling of the nature of the Halo ring worlds, with things like the bark formation in Halo.
I also tuned the vegetation on the levels Halo and The Most Dangerous Game. The many common challenges with vegetation is getting it looking correctly with the shader setup, scenarios and lighting. So I balanced out the texture ranges, tuning the shader settings to blend with the landscape, tune roughness and balance the look of the vegetation with the limitations and draw distances.