Regarding the screenshots here and the breakdowns, based on the policy of Activision, I can not provide outside game screenshots. and it is also kinda wrong to say I was the only person responsible for each image/section of the level since this is very much a team-oriented production. Even though a designer does not do art, but he/she still contributes to final image by creating the initial layout, level objectives etc.
For the most part, Sledgehammer/COD pipeline is broken down to Texture-Environment-Asset-Lighting.
Usually there are 3-4 environment artists on each level. Initially a map is broken down to sections and each person tackles their section meanwhile looking at what else is being done throughout production time. Most of work is usually done in Radiant/Engine Environment art tools meanwhile asset/texture artists help upon request (mostly on very unique models/textures... let's say a particular boat or a vehicle).
I would be happy to break down any particular images with further details upon request.
For the most part, Sledgehammer/COD pipeline is broken down to Texture-Environment-Asset-Lighting.
Usually there are 3-4 environment artists on each level. Initially a map is broken down to sections and each person tackles their section meanwhile looking at what else is being done throughout production time. Most of work is usually done in Radiant/Engine Environment art tools meanwhile asset/texture artists help upon request (mostly on very unique models/textures... let's say a particular boat or a vehicle).
I would be happy to break down any particular images with further details upon request.
Campaign: Terminus
Campaign: Manhunt
Campaign: Manhunt - Boat Ride
Campaign: Aftermath
MP_Fallen
MP_Site244
MP_Prison
MP_Laser