Halowars 2 - Flood assets, levelshots, misc.

It was a pleasure to work on halowars 2 with so many outstanding artists and team members. Here are some of the pieces I worked on. Special thanks to my Lead Artist Mark Radcliffe and Colleague Liam Tart who made me feel incredibly welcome at Creative assembly. I could also list many more, however, it would turn into a list matching the halowars 2 game credits.

Sculpting work and texture work. The whole asset sits on (is sculpted to) the banished base building initially created by Ben keeling.

Sculpts for some of the halo refugia style rocks.

Sculpts for some of the halo refugia style rocks.

Destroyable Rock Barricade asset.

Destroyable Rock Barricade asset.

 Some of the halo refugia style rocks in situ during “The Signal” Campaign map. See the sculpts for reference on which rocks I authored.

Some of the halo refugia style rocks in situ during “The Signal” Campaign map. See the sculpts for reference on which rocks I authored.

High poly flood eggs.

High poly flood eggs.

I worked on this asset with Hector Mateo Pino. I created the textures and did some of the finishing mesh work.

I worked on this asset with Hector Mateo Pino. I created the textures and did some of the finishing mesh work.

UNSC Concept building/prop work

UNSC Concept building/prop work

UNSC Wall Barricade

UNSC Wall Barricade

Crates and freestanding buildings in Situ. (see the banished buildings highpoly post)

Crates and freestanding buildings in Situ. (see the banished buildings highpoly post)

I worked on the tutorial level with Liam tart and Ben Stevens. I created some of the decals like the tyre tracks and some props like the ladders and air-conditioner units. I also created the large walls sections forming the extents of the level.

I worked on the tutorial level with Liam tart and Ben Stevens. I created some of the decals like the tyre tracks and some props like the ladders and air-conditioner units. I also created the large walls sections forming the extents of the level.

Amber barricade asset I created. Many of the assets I worked on had destruction states which took a while to create. Thanks to Mark Perry for showing me the wonders of Havoc Physics.

I worked on the resources (power and resource) that you see spread around the game. It was a lot of fun to come up with the little animating effects that went on inside them.