Halo Infinite - Tools - Terrain
Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

Example of what the campaign world team created with the tools/setup we provided

MP Highpower - Example of what the mp world team created with the tools/setup we provided

MP Highpower - Example of what the mp world team created with the tools/setup we provided

MP Behemoth - Example of what the mp world team created with the tools/setup we provided

MP Behemoth - Example of what the mp world team created with the tools/setup we provided

MP Deadlock - Example of what the mp world team created with the tools/setup we provided

MP Deadlock - Example of what the mp world team created with the tools/setup we provided

MP Fragmentation - Example of what the mp world team created with the tools/setup we provided

MP Fragmentation - Example of what the mp world team created with the tools/setup we provided

Halo Infinite - Tools - Terrain

I was workflow lead for the terrain toolset developed for Halo Infinite. Creating the spec, ux, planning, feedbacking etc. 
The goal was to create a WYSIWYG datadriven terrain editing workflow for landscapes, large and small. 
With support for multiple simultaneous users, sculpting, procedural ground cover generation, material painting and more.
I also supported the terrain artists setting up the terrains, working on the graph setup, debugging and optimizing graphs and terrains to run at performance.
Alot of people helped make this a reality:
Tech Credit: 
Workflow Lead: Mikael Nellfors 
Engineers: Peter Schuster, Steve Heijster, Karim Luccin, Jason Nollan, Mukund Agarwal 
Technical Artists: Kurt Diegert, Logan McClure 
Artists: Steven Carroll, Nathaniel Castronovo, Mattias Kylen
and more

More artwork
Mikael nellfors mikael nellfors scability2 thumb