During the pre-production phase of Ironman 2: The Videogame, one of my first Tech Art tasks was collaborating with programmers and explaining the functionality of needed features in our World Editor. Constant feedback was provided and the biggest influence focused on the usability of the tool(s) from an artist's point of view. It was also my responsibility to train the rest of the environment team through demos and written tutorials as new feature became available or updated.
Given my in-depth knowledge of the World Editor, during production it became my role as Senior Environment Artist to lead the process of creating the destructible assets used throughout the game. I would take the modular non-destroyed assets, and create the destroyed version of them. I would then set object properties (mass, hit points, particle fx, etc.) and associate the destroyed pieces with the non-destroyed counterparts. Once everything was grouped together the completed asset was placed into the game world. A typical building would consist of more than 200 individual pieces.
Golden Axe: Beast Rider (PS3, Xbox 360)
Golden Axe: Beast Rider
City of the Dead - responsible for world building, creating models & textures