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Annihilators - Digital painting
I created this image as a post-ship marketing image.

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Barstow Badlands - In-game environment screenshot
As an environment artist, I am very aware of how you can lead a player's eye through use of contrast and the angular placement of objects.

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Tournament Desert - In-game environment screenshot
All roads lead to the central Tiberium field on this multiplayer map.

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Schlachtfeld Stuttgart 1 - In-game environment screenshot
The lighting and post effects in this map are a nice contrast to the bright desert maps..

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Schlachtfeld Stuttgart 2 - In-game environment screenshot
The environment work for C&C 3 gave me a crash course in city planning. To create believable urban spaces required a bit of study on how parking lots, green spaces and roads intertwine.

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Schlachtfeld Stuttgart 3 - In-game environment screenshot
The trick to making a city feel dense and yet playable is allowing for a bit of space around each structure. Debris fields and spaces marked by craters give the illusion of complexity without blocking unit pathing.

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The Tower 1 - In-game environment screenshot
Area around the Scrin tower had significant destruction and very dense atmospheric effects.

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The Tower 2 - In-game environment screenshot
An image of a Nod base.

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The Tower 3 - In-game environment screenshot
This massive Tiberium rift was fun to sculpt.

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Nuke Facility 1 - In-game environment screenshot
Last chance for gas and souvenirs on the road to the nuclear facility. Cash only please.

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Nuke Facility 2 - In-game environment screenshot
Heavily defended Nod communication buildings

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Croatia 1 - In-game environment screenshot
The churches remain relatively undamaged in this rundown city.

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Croatia 2 - In-game environment screenshot
I am particularly proud of the destruction work on this map. A lot can be done with rubble, trash, tire marks and an overturned car prop.

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Croatia 3 - In-game environment screenshot
The low light setting really showed off the red house color on the Nod structures.

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Sydney West 1 - In-game environment screenshot
Scrin base layout is very different from either GDI or Nod. I arranged these Scrin structures like a tribal circle around a Tiberium vent.

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Sydney West 2 - In-game environment screenshot
There is a storytelling aspect to laying out environments. I see the central building as the area�s biggest employer. All roads encircle it and then spin off into the outback.

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Sydney West 3 - In-game environment screenshot
The massive retaining wall was a key visual element on this map. It separates the arid badlands from the lush blue zone within.

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Sydney West 4 - In-game environment screenshot
With so many of the environments looking like a war torn wasteland, it was enjoyable to create a pristine urban parkland.

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