This is the center field section of McAfee Coliseum; I created in Maya for the MLB 2K series of video games.

Modeling involved creating: the stadium, outside environment, field, props, color/normal maps, UV work, shadow volumes, and light glows; the crowd and sky were modeled & animated by other artists. In addition to modeling/texture work (on a per stadium basis, which would change from year to year), I was also responsible for: collecting reference, lighting, optimizing, animating pause menu cameras, integrating into the proprietary Take2 shading system, and placement of: collision detection, non-interactive characters, animated props, jumbotrons, lense flares, foul poles, updateable advertisements, and field shadow casting. I’m probably leaving out several things, but you get the idea.

Because sports titles are created in less than a year, there isn’t enough time to recreate all of the major league stadiums from scratch. Instead, we retro-fitted the original Xbox 3D models (I also worked on) by improving the lighting/shaders, and remodeling essential areas of the stadium. Each year we would recreate marquee areas of the larger market stadiums and update the look to reflect changes in the real life environments.

I retro-fitted the structure past the outfield wall in McAfee Coliseum for the 2K6 edition of the series. Areas of the stadium that are seen in the pitching and batting cameras are the highest priority; this area is seen while batting. I improved the crowd areas by converting the 2D texture mapped luxury boxes into 3D ones, and improved the depth of the open air parts. Improvements to this area involved modeling and texturing: new ramps and staircases, picnic areas (with umbrellas), 3D exits, service areas, broadcast platforms, light rigs, jumbotrons, 3D rails, and other assorted props.