I modelled and textured the backdrop Shield Generator.
I modelled and textured two modular sets for the Hoth levels. The ice tunnels and the big hangars which had three different sizes.
I did the highpoly for the body and teeth of the Sarlacc. The tentacles and beak was later outsourced. Lowpoly and textures was done by John Troive.
I modelled and textured the main hull of the CR90 Corvette. The head, engine exhausts, dish and turrets was outsourced. I was also responsible for the ship in its entirety, feedbacking on outsourcing and making sure everything worked together.
I modelled and textured Jabba's throne room and the destroyed grating above the Rancor pit. The rest of the props was outsourced. Level art by Tim McLeod.
I modelled and textured the Dianoga.
I was responsible for the Star Destroyer. I blocked out the entire ship, created briefs for outsourcing and took care of all feedback to ensure it all matched together.
I also modelled and textured the main hull (the arrow shape) created the panel textures that was used on all large surfaces. Petter Sköld helped out with shader polish.
I modelled and textured the Mouse Droid.
I modelled and textured these crates.
I modelled and textured Jyn's baton.
I modelled and did the inital texture work for the backdrop citadel tower. The final textures were outsourced. Image courtesy of Berduu (Petri Levälahti)
Star Wars: Battlefront
I worked as a 3D artist on Star Wars: Battlefront. This is all the combined work I did on the game, including all DLCs. For the Bespin DLC and moving forward I took on the role as a Lead 3D Artist which led to less time for me to create assets.