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Technical Art For Dirty Bomb

I worked on Dirty Bomb from 2017 to 2019 as a Associate Technical Artist. I spent most of that time working with the world team in building new maps and updating old ones. A lot of that time was getting the performance on par with the fairly limited performance budget, as we used to say that Dirty Bomb needs to run on a potato.

The "Release" video for Dirty bomb

I worked heavily on this level to keep the performance in line with our strict budgets, the game had to run low powered PC's but with as little impact on gameplay as possible.

I spent a lot of time on castle, working on some the materials and keeping the performance as in line with other maps as possible.