When I was not managing my team or in meetings, most of my time as a Lead Artist on Defiance was spent working on terrain creation and set dressing within our proprietary world editor. The majority of the terrain was created within the editor using concepts and designer block-outs as our guide. However, towards the end of the project I started to experiment with using World Machine and Mudbox to sculpt more realistic terrain for future DLC content. Interior environments were created within Maya and assembled in our engine.