Some work done for RainbowSix Siege from Ubisoft

PS4, XBox One, PC

I was mostly working on Kanal map together with Level Designer. We started from basic unplayablre graybox and went through all stages of production untill final iteration.
The whole game is focused on FP competitive multiplayer involving some structural destruction.

- architectural and terrain modelling 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 Texturers etc.) ;
- dressing up the rooms with unique sub-themes;
- creating "headset-friendly" landmarks;

- outdoor and indoor layout and composition;
- map optimization and debug

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