The following screen shots are from levels/tracks I was responsible for.

The first stage of building a new level involved coming up with concepts and ideas for locations and scenery - this was done alongside the designers to make sure the level had a good balance of gameplay and visual impact at all points on the track.

To get these levels to their completed stage I had to oversee new asset creation from our outsource team or our modellers in house.

From there on I was responsible for creating the terrain mesh, terrain/track textures, any assets not already produced by the modellers, the horizon and sky graphics, the lighting, all object placement, particle effects, gameplay and technical aspects like collision walls and surface data, animations, breakable objects,

Each week there would be a presentation to the Art Director and Studio Director where feedback would be taken and acted upon the next week to improve the level.