I was the level architect for the Bioshock 2 Fontaine Futuristics level. I worked in a team, with the designer Dean Tate, to block out the layout and create placeholder meshes to define the shape of the level. And worked with leads, concept artists, and prop modelers to create & manage the lighting & look & feel of the level. I also created many of the wall textures and some of the signs and other models.