Wolfenstein 2: Penthouse

I was responsible for this level, from start to finish.
I started by blocking it out for the mocap shoot (one of the main cs in the game takes place here).
After, together with J. Heckley (level design) And K.Kindh (combat) we tried to find a layout that would support the recorded mocap but also, it would work for making this place an epic combat arena that would wrap up the Manhattan bit of the story.
During the art pass I was responsible for env and prop modeling, texturing, material blending and set dressing. It was a bit tricky to find a balance and a good way to represent all the layers of the space (luxury, abandoned after city was nuked and eventually base for the local resistance) but hopefully some of that was achieved in the end.
Big thanks to Rajmund Wegner for advice and support during the period I worked on this!
Art direction: Axel Torvenius
Additional prop support: Mg 3D art and outsourcing partners
Lighting: Tony Garza
Concept art: Christoffer Loveus and Martin Grip