Halo: Reach
- 3D artist
Multiplayer medals, cinematic and in-game assets, 3D art bug fixing.
Halo: Reach
Bungie, through Xversity, Xbox 360, 2010
- Medals
- 69 multiplayer medals, redesigned as grungy, realistic 3D objects
- Designs based on the franchise's 2D medals, approved by UI designer David Candland
- Modeled and rendered in 3ds Max, textured in Photoshop
- Assets. Cinematic and in-game props.
- Bug fixing. 3D art bugs, fixed and tracked.
Hall of Medals
Room 1 Multi-kills
Room 2 Killing sprees
Room 3 Sprees
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Sticky
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Shotgun
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Sniper
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Wheelman
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Hammer
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Sword
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Juggernaut
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Infection
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Zombie killing
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Assist
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Laser
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Splatter
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King
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Spawn
Room 4 Special
Medals property of Microsoft. Medal sheet, all 75 medals.
Assets
Traxus crane
- Backdrop for New Alexandria, built from the level designer's footprint
- Tiling textures shared with the level's props and environment
Data pad
- Used in cutscenes
- Modeled from concept art, with added detail on the back
- 416 polygons
- 512 × 512 diffuse and normal maps, 256 × 256 in game
Covenant portable shield
- Cover in Campaign and Firefight
- Rebuilt from the Halo: Combat Evolved footprint model, with a higher-resolution texture
- Shield effects by Bungie's effects artists