Destiny 2: Warmind Assets

Destiny 2: Warmind was the first game I ever worked on or shipped, and I was lucky to be able to contribute a handful of assets to the game. Bungie used a texture trim sheet system, so models were created in a way that they could then be surfaced with the trim sheets to add additional details. As I level up my skillset, I started building custom animated shaders, from moving text or images on computer terminals to blinking lights on a server tower. I was also tasked with re-writing the shader for the large glaciers on Mars, creating a hive relic, and updating some older models from the original Destiny.
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Additional Credits:
VV Art leads - John Dobbie and Matt Helsom
VV Spec Ops lead - Bill Colby
Special thanks to Eric Wiley for onboarding me to the Bungie pipeline and answering all of my newbie questions

server modeling and surfacing, custom animated shader to driver server lights and respond to player behavior

server modeling and surfacing, custom animated shader to driver server lights and respond to player behavior

glacier ice shader

glacier ice shader

hive relic model and textures/shaders

hive relic model and textures/shaders

door model and surfacing

door model and surfacing

modified pre-existing warsat from Destiny 1 to increase the resolution on both the model and textures

modified pre-existing warsat from Destiny 1 to increase the resolution on both the model and textures

animated backlit screen shaders, map/directory texture and shader

animated backlit screen shaders, map/directory texture and shader

monitor model, animated text shader

monitor model, animated text shader

terminal model and surfacing

terminal model and surfacing

terminal model and surfacing

terminal model and surfacing

terminal model and surfacing, screen shader

terminal model and surfacing, screen shader

terminal model and surfacing, screen shader

terminal model and surfacing, screen shader

terminal model and surfacing, screen shader

terminal model and surfacing, screen shader