Halo Infinite - Scalability
Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Example of the look of the game at various scalability presets/targets

Halo Infinite - Scalability

I was the content owner for most of the scalability systems for Halo Infinite.
The goal was to create data driven systems that allowed the art leads/content teams to be able to fine tune visuals vs performance/memory to create something that looks good at all supported hardware specs.
I created specs, planning, documenting, testing and giving feedback as well as tuning the majority of the systems.

This was something that a lot of people was involved in creating and tuning. Both from engineering and content teams.

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