Call of Duty: Ghosts DLC "Containment" (Onslaught Map Pack)

Building models/prop out from existing textures

Halo 4 Multiplayer "Abandon"

All UNSC exterior models constructed as modular pieces
 (original concept by Toph Gorham)

Halo 4 DLC - Vertigo (Bullseye Map Pack)

Level mass out, terrain, lighting


Halo 4 DLC - Landfall (Majestic Map Pack)

Map Lead - 5 artist team
All lighting, layout coordination with designer, performance/memory, maintain art direction, scheduling, new employee training

Interior lighting and direction only. (Model by Ryan Rude)

Interior lighting and direction only. (Model by Ognian Bonev)

Building model and lighting.

DC Universe Online

Leading 13-16 artists/worldbuilders recreating the DC Comics Universe. Coordinating with design, tech, concept and outsource teams. Creating gargantuan online worlds for the PC and PS3, consistently on schedule. In 2 years, we completed 2 open world cities, 2 interior player cities, 5+ large scale exterior levels and 50+ interior levels in the Unreal engine...


(Lighthouse model by Eduardo Franz)

(Lighting, composition by Mark Ahlin)

(Hall of Doom work by Ray Arriaga and Bryand Lassiter)

(Interior work by Jason Bretz and Mark Ahlin)

Metropolis - DC Universe Online

Work as senior artist and Metropolis lead (modeling, materials, worldbuilding, polish):







Marvel Fighter Cinematic

Main Tower model, materials and destruction; Most background buildings/storefronts, Terrain, Streetscape objects, L-tracks, and Vehicles modeling/textures; Morph target setup; Rendered passes.




Fight Night: Round 3

"Windy City Boxing" - Ring/objects modeling/materials, background photogrammetry modeling
"Aragon Ballroom" - Environment Lead - All background modeling, texture, photogrammetry, baked lighting

Modeling/Materials for Promotional Vehicle - "Madison Square Garden"

John Woo's Stranglehold

Developed in house destructibles system for Psi-ops/Stranglehold w/ engineers, models and F/X










Mortal Kombat UI/Promotional Pieces




Personal Work