As the Map Owner for Venice I was responsible for orchestrating the map's visuals. I worked closely with the Art Lead and Art Director to establish our new visual quality bar for levels. Once Design had created the game-play-spaces I did all the prop and final building placement, created the level's color palette, worked on site-lines, added weathering, and created the Shader Library for all the architectural shaders. I was not responsible for creating the base content (textures, buildings, props, collision, or skydome).

Below is an image of what the level looked like when handed off by the Design Team; just blank buildings and walkways.

The following images show my work which was mainly aesthetic decisions, visual diversity, defining city districts by color and prop placement, and making the world feel lived-in.