I was part of Multiplayer team.
Every map was shared between several levelt artists, each working on his/her sections of the level.
On top of that we had modellers' and a texture artist support , plus a dedicated lighting and FX artist.
Most of the generic props and vehicles were re-used from Single Player campaign assets.
- working closely with Level Designer from early graybox to final
- visual development of architecture and locations - creating gameplay landmarks
- set dressing to support the "story" - layout and composition
- architectue and terrain modelling and mapping
- providing custom models and/or additional materials if required - art optimization and debug
----------- MP_Crusher -----------
Here using some detail elements from provided concept art and Art Director's "style guide" I have developed the architecture for my areas.Some of my architecture's solutions were later used in other parts of the game to represent the SDF faction ("bad guys" of the Single Player campaign).
All of the structures are art designed and modelled by me using materials from the library. Most of the props are being re-used from the game, some larger "architectural" custom props are modelled by me inside the engine.
----------- MP_Terminal ----------- ( remake of "Terminal" map from Call of Duty Modern Warfare 2)
I have worked on the entire exterior playable space of the map (terminal's building exterior, tarmac area, shuttle and supporting exterior buildings and structures).
The shuttle design was based on initial concept art provided to me, but I have partially modified its design to fit better with Art Direction and gameplay needs. The exterior architecture of the terminal is partially based on Moon terminal from Single Player, but modified and supplemented with more detail. Other "outdoor" structures seen here are designed and modelled by me.
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