Halo Infinite

Environment Art/Biome Work

Work Involved from 2018-2024:

Halo Infinite was easily the largest production I worked on and the studio I learned the most from during my time there. 

I worked on a variety of content during my time at 343 Industries, from E3 trailer work to biome look development/prototype work, performance/optimization passes on art content and maps, bug fixing pushes to get to content lock, engine and art tools testing, world building and level set dressing, etc.
The main area of focus was developing biome palettes for a centralized content team, which multiplayer and campaign teams could pull from. Worked with world builders and designers during proxy phases to establish guidelines, and made sure we were authoring performant, ship quality content as we pushed towards final art.
    • Shipped Halo Infinite in 2020.

    • Promoted to Full Time Employee 6 months into my 18 month contract because of the 2018 E3 trailer work & biome beauty corner work I did.

    • Promoted to Senior Biome Artist after shipping Halo Infinite.

  • e3 halo infinite desert ring shot steven oberman
  • e3 2018 trailer halo infinite ring mountain shot steven oberman
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Ghosts of Tsushima | Sucker Punch Productions