Star Chamber was a very fun map to help create. At the time it was one of our smaller maps with a very different playstyle than larger maps.
As the Level Artist I was involved in many facets of the map development. Initially, collaborating with Narrative and Concept teams on the look goal, contextualizing spaces, and the macro story. During early production I massed out the map and built the initial callout ideas. Concurrently, I worked with the pallet and material teams to build out models and materials to help express the space. When we moved into the production phase I sculpted and painted the terrain, built up the map with our modular kit, and began prop passes. Additionally, I was responsible for keeping in mind gameplay issues like player visibility, potential sightline exploits, and sticking close to the block out design. Furthermore, I worked members of Valkyrie Entertainment on the vista. As we closed the map I moved into perf and performance; assessing texture/model budgets, reducing geometry use where possible, building out occlusion geometry, and overall preventing any late stage map creep as much as possible.
Thank you to all the team members that helped create this map.