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OW2 - Portugal

This map was incredibly fun to create and I am so proud of what we were able to accomplish. As with all of our maps, this was a huge team effort, credits to the very talented Team 4 environment crew.
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I had the privilege of designing/building the exterior spawn structures. We pulled heavily from the historic buildings in Portugal.

I had the privilege of designing/building the exterior spawn structures. We pulled heavily from the historic buildings in Portugal.

Here is the plaster version on the opposite side of the map.

Here is the plaster version on the opposite side of the map.

Due to the way scheduling worked out I was moved onto this map before our Concept team had a chance to do any designs, so as a result I had the rare opportunity to do my own concept. I kept it quick/rough because I knew I would be the one building it.

Due to the way scheduling worked out I was moved onto this map before our Concept team had a chance to do any designs, so as a result I had the rare opportunity to do my own concept. I kept it quick/rough because I knew I would be the one building it.

I was also responsible for designing/building the modular interior kit for our spawn structures.

I was also responsible for designing/building the modular interior kit for our spawn structures.

Additionally, I got to build the courtyard that the players spawn into.  We opened up the side so that players could see the vista.

Additionally, I got to build the courtyard that the players spawn into. We opened up the side so that players could see the vista.

The original sketch for this courtyard was done by Andrew Menjivar.

The original sketch for this courtyard was done by Andrew Menjivar.

I built the two structures just outside the Spawn building as well. Huge thanks to Helder Pinto for his feedback/direction!

I built the two structures just outside the Spawn building as well. Huge thanks to Helder Pinto for his feedback/direction!

Here are some GIFs showing the blockout that we receive from the design team and the finished level art 4 months later.

Here are some GIFs showing the blockout that we receive from the design team and the finished level art 4 months later.

You can see that things shift a little during production, but typically we stay pretty close to the original blockout.

You can see that things shift a little during production, but typically we stay pretty close to the original blockout.

The original sketch for this building was done by Andrew Menjivar

The original sketch for this building was done by Andrew Menjivar

To help players with navigation we wanted a cool side and warm side of the map. This GIF shows some of the look swaps i created for these filler buildings.

To help players with navigation we wanted a cool side and warm side of the map. This GIF shows some of the look swaps i created for these filler buildings.

We call these filler buildings because we can fill large sections of the map with these by just rotating and jamming them together.

We call these filler buildings because we can fill large sections of the map with these by just rotating and jamming them together.

All these filler buildings have no interiors and their back sides have no windows or doors so that when we need a restful wall, we can simply rotate the model to show/hide details.

All these filler buildings have no interiors and their back sides have no windows or doors so that when we need a restful wall, we can simply rotate the model to show/hide details.

I wanted the pristine bricks to transition into more weathered bricks as they approached the player level, so I made this texture set.

I wanted the pristine bricks to transition into more weathered bricks as they approached the player level, so I made this texture set.