During R6 Siege project I was mostly working on Kanal map together with Level Designer. We started from basic unplayable graybox, and went through all stages of production until the final iteration.
The whole game is focused on FP competitive multiplayer involving some structural destruction.
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Responsibilities:
- architectural and terrain modeling and texturing;
- props' grayboxing (respecting LD constraints) for Modeling team;
- creating architectural modules and some of the props;
- texture management of the map (deciding texture sets, making requests, providing reference for Textures etc.) ;
- dressing up the rooms with unique sub-themes;
- creating "headset-friendly" landmarks;
- outdoor and indoor layout and composition;
- map optimization and debug