Some of my contribution towards Deathloop. Had quite a few responsibilities, some of it was environment modeling.
I worked on making the house and its surrounding area, taking architectural blockout and turning it into finished ingame version of the house that also meets gameplay requirements. Art direction idea here is that the new portion of the house is built into ruins of an older structure.
Had to follow very strict AD guidelines and that meant that most of the architecture is made out of unique chunks rather than being modular. My responsibilities included turning architectural concept into ingame, shippable models, setdressing, texture creation, UVing, addressing feedback, maintaining gameplay requirements while also delivering AD vision.
Jeremy Cerisy worked on this level after I left and did art development and set dressing, Christophe Lefaure worked extensively on nature parts and rock formations, Geoffroy Espinasse did Juliana's house architectural concept.