BioShock 2 & Minerva’s Den

Level Modeler · 2K Marin

I built and optimized the environments inside Rapture. The flooded corridors, the quiet chambers, the spaces that already carried so much story.

Managing outsourcing and delivering high-quality assets under real production pressure was the first time I understood that atmosphere and shipping constraints are the same job. This project set the standard for how I still approach environment work.