As a World Artist, I was responsible for liaising with design to determine, sculpt, and prop terrain layouts to address and support gameplay needs. It was also my responsibility to apply and blend terrain textures, as well as vertex painting zone-specific stylized coloring overlays. Finally, I placed all exterior assets and props into cohesive and visually engaging compositions to serve both artistic and design needs.
At Blizzard design is shared amongst all disciplines, so I was able to contribute many ideas in various areas of the games' overall design. My day to day responsibility, however, was mostly focused on collaborating with Dungeon Design, World Design/Art to model, prop, texture and light the architecture and layouts for the various Dungeons, Cities, and Cultural building kits that make up the game world.
My role at Ion Storm was split between designing and brainstorming core gameplay mechanics, story and systems, in addition to design, implementation, and ownership of multiple custom levels in the game.