In level screenshots of hard surface assets I worked on as a part of the environment content team for Halo Infinite. I was responsible for taking the assets from proxy to final geometry, trim, UVs, and collision. Some of these assets are also utilized in other multiplayer levels.
—
Additional Credits:
- Shawnell Priester for proxy and hard surface trim textures
- Rogelio Olguin, James Ritossa and Kim Kirchstein for materials, surfacing, and mask painting