On Jedi Survivor I worked on and owned the Tanalor level, I had the pleasure of handling a lot of the ideation and design of the levels aesthetic. This led to having the unique chance to do some 3D concepting for areas as well as doing some design work while also generating all the assets and materials for the level (except Foliage). All done under the watchful guidance of Nate Stephans as the levels Art Director.
In my role, I designed and actively contributed to the iterative development of Houdini pipelines. This allowed me to create a level with flawlessly seamless surfaces, a task often challenging to accomplish through conventional workflows. When combined with the materials I personally authored, we successfully brought to life the envisioned aesthetic from our initial conceptual stage.