The Koshai set was one of the sets I my favorite sets I worked on. I wound up figuring out the texture treatment while doing on hands on work for the hammer that would eventually go on to be used for the rest of the weapons, armor and even the behemoth.
The Farslayer set is another set I had a lot of hands on work across the armor and weapons. It was very similar to the Koshai in treatment
The Unseen Garb set for Halloween is one I had to do a lot of hands on work along with the stand along Pumpkin Helm. The axe is part of another weapon set I worked out the texture treatment for that was applied to the rest of the set
The Skarn armor I created the initial proxy model for, and then greatly helped with the look and feel of the rocks. The client was very specific on how they wanted to look across all of the assets.
The Rezakiri armor and weapons I had a huge hand in, especially the warpike. It required some unique shader support that I worked with client to troubleshoot
This hairstyle I had the most impact on as I concepted various ideas of what the back could look like as there wasn't one provided by the client. It was designed for a Farslayer character and could be bought for your own character from the store.
I had the most impact on the Warpikes, as they were very technical with moving pieces. I created reusable guides that would help clarify the opening cannon end. The armor I did not work on but was chosen for clearest visibility across the shoulders
Various swords that my coworkers and I all worked on at some point, a lot of these had to be touched up as the material and texture feel was being worked out from early development. The armor I did not work on but was chosen to be thematically neutral
Various hammers that my coworkers and I all worked on at some point, a lot of these had to be touched up as the material and texture feel was being worked out from early development.
Various chain blades that my coworkers and I all worked on at some point, a lot of these had to be touched up as the material and texture feel was being worked out from early development.
Various axes that my coworkers and I all worked on at some point, a lot of these had to be touched up as the material and texture feel was being worked out from early development.
Dauntless - Outsourced Armor and Weapons
For several years at Lakshya Digital between 2017-2019 we had a co-development relationship with Phoenix Labs on Dauntless. It was an honor to work on various weapons and armor for this free-to-play monster hunting genre game during that time. Our team at Lakshya handled feedback for all stages of work that was done overseas, we also had an opportunity to provide a bunch of hands on polish and collaboration on the Seattle side. All of the characters and props were part of a collaborative effort between the team in India and my coworkers in the Seattle studio, these could not have been done without them. I am so proud what everyone was able to achieve for this project. The screenshots grabbed are my own, taken before the game was unfortunately taken offline in 2025.
As I was earlier on the project, I wound up handling a lot of the initial weapon sets at one point or another. This included reworks for any art updates that were done, shader issues that needed troubleshooting or technical issues that needed solving. For the select armor sets I show I had a large amount of hands on work that I talk about more specifically under the images and they are paired with weapons I had a larger impact on.