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Senior Environment | Technical Artist

Bioshock 2

Environment Artist

2010

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Level Modeler

Authored engaging props for areas like Persephone, working closely with level architects and designers to make sure areas were a joy to explore and play in.

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Mis-en-scene Storyteller

Created artwork for the Cult of Lamb and Eleanor including mis-en-scene, allowing level architects to use template scenes for consistent and clear storytelling.

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VFX Support

Created and adapted different VFX from Bioshock 1, working closely with our VFX lead Ewan Croft.

Level Modeler

Temp

PROJECT

Bioshock 2 is a first person shooter developed by 2K Marin for PC, PS3, and Xbox 360. The sequel to 2007's Bioshock, it was released in 2010.

SUMMARY

Primary responsibilities began with cataloging and organizing assets from the original Bioshock for easy use. They grew to encompass a part environment generalist and part tech role, working on a variety of levels and specialized effects. In addition to normal level work, the team was broken into strike teams with particular game wide responsibilities, mine being Eleanor’s childhood and the Cult of Lamb decoration. I was responsible for full implementation of models from design to their placement in level.

RESPONSIBILITIES
  • Asset Organization - Cataloging and organizing original Bioshock assets.

  • Modeling and Texturing - Working directly with Level Architects to produce new models for decoration. Worked on most levels, primarily Atlantic Express Depot, Ryan Amusements, Siren Alley, Dionysus Park, and Eden.

  • FX Support - Produced visual effects like ice and molotov fire. Set up and supported utility spaces for other departments such as a material surface playground for the audio department.

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