Live-ops environment and asset work for Quake Champions. I was responsible for delivering the full art pipeline (concepts, modeling, texturing, and final map layout) for our quarterly game updates, which included maps, weapons, and vanity items. Each map was built in a rapid 7-week turnaround, starting directly from the level designer's block-out. Featured here are screenshots from Crucible, Insomnia, Exile, Corrupted Soul, Tower of Koth, and Deep Embrace.