Dragon Age 2 was the second full release in the franchise. It was built using the same in-house engine for Dragon Age Origins, but with several important additions and enhancements, mostly on the art tools side.
My primary responsibilities on DA2 as an environment artist was building and maintaining several levels from white box all the way to final lighting and polish. I also worked closely with the programming department to address various tools and technical issues, including revamping large portions of the art asset pipeline, particularly where lighting was concerned.
I also assisted in the development and testing of a new lighting pipeline for the in-house engine based around the Beast renderer. I was also heavily involved in managing the outsourced art pipeline, including providing feedback and integrating outsourced assets into the build.
Dragon Age 2: Mark of the Assassin
Mark of the Assassin was the third and last major piece of DLC for Dragon Age 2. It was a self contained story taking place in several new levels and also brought stealth gameplay to the franchise for the first time.
As with the main game, I was responsible for taking several levels from white box all the way to final polish. This included working with the design department to prototype and implement a level for the stealth gameplay. I also did the final lighting and polish for all 9 levels in the DLC, including establishing a consistent lighting and color palette to give the DLC a visually distinct look while still fitting in with the rest of the game.