Hello! I'm Michael Manfredi, a Senior Environment Artist working at Blizzard Albany.
As a World Artist at Vicarious Visions, I was responsible for modeling, texturing and world building of various types of in game environments.
Destiny 2: Black Armory
For the Black Armory release, I worked on a lengthy section of the final location that connected the new combat space to the released sandbox area. I worked from massout to final polish on an area that covered both industrial and natural elements, and had to be seamlessly blended into the sandbox area to appear as if no changes had been made to the map. I also did optimization, polish and essential bug fixing on my location and several others, and did low-poly modeling on the central forge asset.
Destiny 2: Penumbra
For the Penumbra release, I worked on a number of different spaces and transitions in various states of completion. Working closely with designers I created greybox layouts of several combat spaces and zone transitions, later taking ownership of the spaces and developing them considerably in the architecting phase. I also assisted in architecting some traversal spaces. All zones assembled to a considerable degree before the project changed hands.
Diablo 2 Resurrected
On Diablo 2 Resurrected, I was responsible for a variety of world art tasks, but ultimately fell into a role that focused on in-editor world building. Running support for the various act owners, I operated with some degree of autonomy across a huge portion of the game, performing world building and owning a large variety of biomes. In addition to this primary role, I assisted with several foliage tasks, and took ownership over the assets in the game's interactable object system, a holdover from the original game's code that loops in anything that animates or is clickable that isn't a character, meaning doors, braziers, chests, shrines and more.