Some work done for Splinter Cell Blacklist from Ubisoft

PS3, XBox 360, PC and Wii U

I was a part of Multiplayer Spy Vs Merc team. I worked on the project as Level Artist where I had to work closely with Level Designer and Art Director in order to come up with solutions that both satisfied gameplay and visual aspect in my map, followed by required tech optimization and bug fixes in the end.

----------- Silo -----------
Silo was my "main" assignment on this project. Here I started working with my Level Designer on a basic layout. I did most of architecture / structure modeling from blokout to final, texture mapping, and all the art layout following LD restrictions. Also I made some of the props and some of the textures. I've got a big help from a fellow Modeller and several Texture Artists as well as a Lighting Artist. I also recycled few props and textures from SinglePlayer assets to save some time.
Here is one of the on-line matches being played by Wyatt Hertz on this map:

----------- Virus Vault -----------
I picked it up from the initial structural pass made previously by fellow team members. I was assigned few areas (shown below) where I have re-worked most of the architecturte and set dressing to fit with updated Art Direction and gameplay changes. I also stayed with bellow mentioned areas till the final polish pass and debug process.
Here is one of the on-line matches being played by Wyatt Hertz on this map:

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