Level Beautification
I won’t go into too much detail on this because I don’t think it benefits anyone for me to explain the process, but I wanted to mention that I have a lot of experience making levels look nice! In fact early in my career this was my focus. Even if I am not involved in this process on any given project, I think the experience I have is still extremely valuable. I have a very good understanding of what an artist goes through when doing an art pass on a level. Considering that when designing levels can be of great benefit to everyone.
Screens from Disney Guilty Party
I don’t consider myself an artist but I have a fair amount of experience painting textures, modeling levels, lighting, building (and animating) props, populating levels with these props etc. Really anything and everything involved with making a level look nice.
Screenshots from Ray’s The Dead
Admittedly, most of the projects I have done this on have been … lower fidelity? That is to say I don’t have a lot of experience making levels look great for high definition AAA titles on the most modern engines. So there is certainly a lot of newer tech that I have not been exposed to. But I do have a very thorough understanding of what it takes to make a level look nice, and I believe that knowledge can be applied to modern engines without too much time investment.
Screenshots from Thief: Deadly Shadows