Early look-development and modular asset construction for DOOM (2016). I was tasked with establishing the visual identity of the Mars rocks and turning them into reusable modular sets. Because this was pre-PBR, all maps were hand-painted in Photoshop. Capturing the aggressively jagged silhouettes while keeping the polygon counts low was an incredible optimization puzzle. Check out the high-poly vs. low-poly breakdown below, alongside integration tests inside id Tech 4. (First 4 images are actual Mars surface reference photos).