Creative Art Director
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Max Ammo

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Max Ammo

I joined this product to originally revisit the zones that were built. This entailed a full rework with new concept and 3D asset creation along with pipelines and guidelines on how to create these assets and implement them into Unity. In the end I built the prototype zones which became the standard way to build interactive and exciting environments with set pieces throughout the worlds, this led me into creating shaders and scripts specifically for the environments along with particle systems and lighting rigs and settings that we could share between environments for a consistent feature animation look.