Weapons
I was responsible for exploring and developing new weapon concepts for Bloodhunt. This included creating new models, textures, blueprints, and shaders, often turnarounds for marketing.
I was also responsible for the look-dev on props and weapons. Which included setting up in-engine rendering for cinematic's and marketing, you can find some example videos of the texture polishing and rendering here
On this page you can find process images and blockouts as well
Weapon exploration - Bloodhunt
As part of the development process for Bloodhunt and live content, I engaged in rapid iteration and prototyping of weapon designs, focusing on form, silhouettes and function. This involved creating a diverse range of models, from initial whitebox concepts to more refined assets we could send out to outsourcing. Almost all assets were mid-poly's using traditional sub-d modeling. My workflow also included developing custom shaders and experimenting with material setups to support varied visual styles, skins and gameplay feedback.
These 20 variations were made from scratch in about a day in Blender. The idea was to make assault rifles that we could build with a component system that the player could design on their own.
Marksman AK
Some feedback images I made when teaching other artists damage sculpting in Zbrush
Crowbar - Bloodhunt
I was responsible for creating the crowbar weapon used in Bloodhunt. The model’s size and proportions were adjusted to fit the game designers' gameplay requirements, making sure it felt right both visually and mechanically. I textured the crowbar in Substance Painter using a 1024x2048 texture set to maintain a good balance between visual quality and performance. The final asset was rendered directly in Unreal Engine to match the game's real-time lighting and material standards. Rendered in Unreal Engine 4.
Nail gun
AK Variance
Custom Red Dot Sight - Bloodhunt
AR Variance
Attachments Variance
Weapon polish and rendering - Unreal Engine 4
The majority of content was initially made by outsourcing and some by Tom Sandvik, Robin Lorentzen and Kevin Alonso I iterated and polished all the textures and bakes on these models for final in-game implementation and rendering. I designed, modeled and textured the Sniper Rifle according to the Art direction. Real time renders and lighting was setup by me using Unreal Engine 4.
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