First Design, then Coffee, Art at the end.
• Built 14 new weapons end-to-end and reworked ~14 legacy weapons to the project's final quality bar - concept, high-poly, retopo, UVs, baking, PBR texturing and in-engine integration.
• Defined and standardized the studio's weapon production pipeline.
• Authored modular UE Master Materials and instances for the weapon skin system - parameterized for color, wear, decals and variants; produced ~7 skin variants per weapon plus 60+ project-wide unique skins.
• Delivered ~5 mood shots per level across 5 levels from level-design blockouts, setting atmosphere and visual direction for the art team.
• Designed environment and hero props across all levels - line work, exploration and finals.
• Contributed UI / HUD visual style exploration and mockups alongside core 3D work.
• Collaborated with Art Lead, animation (weapon rigging handoff) and level design.
• Produced environment concept art, mood shots, environment line work and monster concepts - establishing the survival-horror visual direction with the production team.
• Gathered and structured reference and concept packs for the art team, reducing decision overhead and accelerating production