Projects: Call of Duty: Ghosts, Call of Duty: Black Ops 3, Call of Duty: Modern Warfare Remastered, Call of Duty: Black Ops 4

Client: Activision (Infinity Ward, Beenox, Treyarch)

Year: 2012, 2014, 2015, 2016, 2018

Platforms: Windows, Xbox One, PS4

Category: First Person Shooter, Third Person Shooter

Project management tool: Microsoft Project, Liquid Planner

The Brief

Develop integrated photo-realistic 3D assets for the entire universes of four different games, within aggressive timelines and without external benchmark assets provided. Improve the assets from one game to the next while securing the unity of 3D art style. 

The Solution

Starting with the first game, we got our guerrilla team together and developed internal benchmarks based on the initially approved assets.

We covered everything from concept art to buildings, vehicles, environments, props. From one game to the next we created both new hero assets and remodelled old ones, improved textures, rendering and introduced additional features. 

To be able to keep to the aggressive schedules we created specific tools to optimise the pipeline and workflow. 

Due to fast turnaround deadlines, and complex client management, the point of contact on client side was assigned directly to the Lead Artists. This significantly improved our team’s leadership skills.

The Epilogue

This project remains one of our internal case studies on how to triangulate the highest quality of integrated photo-realistic 3D art development, efficiency of production process, needs of a complex client collaboration, and unity of assets and art style across multiple games in a series. A substantial call of duty by all means. 

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