NOTE: There were multiple artists working on these levels (like in any modern game, effect artists, lighting artist, 3d artists etc) and thus it's hard to say what's 100% mine however, I've tried taking some shots of areas I spent considerable amounts of time on. Majority of assets used were made by other people.
Generally my tasks were to polish, optimize, bug fix and build addon-areas (riddler rooms, tweaking game routes) and set up some kismet where it was needed but I did also get to do some maps from scratch.
We had a lighting artist (Abelardo Polonio) go over each environment aswell to polish it up at the end aswell as the effects team.
A challenge map and also the first map I did at Rocksteady. Assets are 95% reused, some were tweaked.
I also set up the kismet in the background and moving objects with some help from the effects team.
A fancier, cleaner challenge map compared to Joker's Carnival. This map features heavy reuse of assets. The "party stuff", floor model (the shader was later tweaked by our effect artist to be cheaper) and instruments were by me aswell as some structural asset production and tweaks. The room itself was reused from the Iceberg lounge in the main game.
The floor at the end was optimized and polished by the talented fx god Alex Underhill
A more story orientated map. I set up the various backgrounds and fighting area. I got an overall idea/goal with it from my leads and a base map made out of BSP and then went at it. It was a blast to make due to the unique camera view and mechanics of the map.
The first pass of the moving background was made with the help of Keith Nakamura, the game designer on the level, I then went crazy with the various background and environments. Hooking everything up and making it move and be optimized at the same time was a nightmare.
This map features heavy reuse of assets that was modified and made cheaper or altered due to the way the map works. Some unique meshes made by me (tarp for example, getting it to move was effects team shader magic however).
A big area I spent alot of time in. Base layout and look of the level was done by me. Featured heavy reuse of assets that i tweaked and altered to fit into the look (did of course get feedback during building it). Did initial light pass aswell as setup all the moving parts, kismet and visual changes aswell as the destruction in the background.
I did create some new meshes for this aswell such as parts of the machinery, the pads on the ground and the floor aswell as butchering effects and stitching them together which was later polished up by the effects team.
Alot of code magic was involved in hooking all of these things up. I worked alot together with the coder Alick Goldenberg.
Acted as supporting artist on this area (Majority of it was done by Glen Saberton) and I did a few polish / optimization passes together with Merter Hussein.
You can come back to this area later on in the game which was where most of my changes went.
Majority of the area was done by Paul Jones . I then later took it over and did some polish passes on it (added riddler areas, and changed some layouts and small tweaks etc). I also took over the bug fixing and optimizations aswell.
Majority of the area was done by Paul Jones . I then later took it over and did some polish passes on it (added riddler areas, and changed some layouts and small tweaks etc). I also took over the bug fixing and optimizations aswell.
Majority of the area was done by Paul Jones . I then later took it over and did some polish passes on it (added riddler areas, and changed some layouts and small tweaks etc). I also took over the bug fixing and optimizations aswell.
Acted as supporting artist on this area (Majority of it was done by Glen Saberton) and I did a few polish / optimization passes.
In the gladiator pit I added the weapons, blood splatters, text on the wall, broken fence and other small adjustments and polish. The task was to make it more gladiatorial/gritty.
Also did a custom weapon for this area. The torture bat looking kind of thing.
I generally also added a bunch of riddler traps and puzzles around the museum. In the trophy room I added the map and figures aswell as altered an old gate mesh to become the ones you see crashing down (animation by the animation team) and other small tweaks and polish.
Multiple artists worked on this. The front entrance with the statue and big logo was by Paul Mader, He also did the initial passes on the vistas that I later worked on (Polish, optimization). I also did work on the huts/rooms/elevator and some of the chapter variations in the intro area.
I did the display case for the Wayne Manor map that was made by Merter Hussein.
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