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