I was Lead Level Artist on Operation Metro.
That included taking the map from concepts to final, including:
Creating level concepts/layouts, terrain, terrain shaders/textures, backdrops, object placement, object creation, custom shaders and environmental scripting etc.
Memory and performance analysis/optimization on all platforms.
We wanted a map made specially for the Rush game mode, where each section of the map played and felt different, both from gameplay and visuals.