top of page

Industry Experience

Halo_Infinite.png

343 Industries - Halo Infinite

Over the summer of 2022, I worked at 343 Industries on Halo Infinite as an Environment Technical Artist Summer Associate. I worked on procedural content generation and updating existing tools and pipelines.

 

Terrain Layer Displace Tool

I created the tile layering heightmap tool in Houdini to work with an existing material layering tool in the proprietary engine. This tool displaces the mesh based on the given heightmaps from the proprietary engine to add more detail to the mesh geometry. The tools allows for infinite layering of heightmaps and masks with an interface that allows control of strength and influence of the maps. In addition, the tool is able to optimize the mesh by reducing polycount in areas of less detail before sending it back to the game engine.

Optimize Displacement Tool

I worked with an existing tool in Houdini to streamline and optimize the process and condense them all into one area. The optimization included:
 

-Enforce uniform import size for easy iterations with multiple assets without having to worry about size discrepancies from different sculpt files.

-Generate an accurate low poly mesh and help create a system for automatic UV unwrap to eliminate need for Maya and baked displacement steps.

-Bake normal maps within the Houdini tool to avoid having to use an external program.

-Assisted in bug fixing later parts of the tool.

bottom of page