Guild Wars 2 Fractal - Sunqua Peak
Completed during COVID work from home orders, our small Fractals team launched this map to the delight of our fans! I was responsible for map layout, asset creation (the stone shrines), set dressing, terrain sculpting, lighting, atmospheric effects, performance trouble shooting, and design needs/requests.
Guild Wars 2 Living World - Jormag Rising
Second half of the meta focused map, Drizzlewood Coast. I was tasked with fitting a large ice citadel with an elder dragon inside on our half of the map. This map also required to use of new tools to achieve the stitching of two half maps, by two different artists, into one map. Responsible for: map concepting, map layout, terrain sculpting, terrain textures, asset modification (dragon blood rivers) lighting, atmospheric effects, performance balancing, design needs, set dressing, and bug fixing.
Guild Wars 2 Living World - Whispers in the Dark
First half of the map, Bjora Marches. This episode had a horror theme and the team took inspiration from movies like The Thing and The Witch. This episode introduced Strike Missions for some bosses like our creepy friend, The Boneskinner. This map also required to use of new tools to achieve the stitching of two half maps, by two different artists, into one map. Responsible for: map layout, terrain sculpting, terrain textures, lighting, atmospheric effects, performance balancing, design needs, set dressing, and bug fixing.
Guild Wars 2 Living World - All or Nothing
Both instance maps for this episode were handled by me. The first is Glint's domain, a rainbow crystal sanctuary falling apart in the mists. Second is the Dwarven auditorium where the player fights Kralkatorrik, a large elder dragon. This fight was large and ambitious and the biggest thing we've done for the game so far. Responsible for: map layout, asset modification (broken ruins walls) terrain sculpting, terrain textures, lighting, atmospheric effects, performance balancing, design needs, set dressing, and bug fixing.