Weapon: Briefed and provided support and direction; final asset was completed and implemented by Zuquiel Abrahams https://www.artstation.com/zuquiel
Rigging: Character rig and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72
All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments
Trenchwalker - Provocator - Design and 3D Skin Creation
I was responsible for designing and developing this 3D character skin. The design focused on pushing a more refined futuristic design, combined with an ancient Greek gladiator aesthetic. I aimed to convey a battle-hardened look with layered plating while preserving the character's identity, recognizable structure and proportions. I conceptualized the skin design through mesh block-outs, and ensured that the completed asset adhered to the game's artistic style and met all technical requirements.
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Armor: Fully designed and modelled by me, aligned with the character's lore and gameplay role.
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Weapon: Briefed and provided support and direction; final asset was completed and implemented by Zuquiel Abrahams https://www.artstation.com/zuquiel
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Skeleton: Reused the existing base character skeleton to ensure animation compatibility. Skeleton mesh created by the Hunter 3D Art Team
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Rigging: Character rig and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72
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All VFX by the Steel Hunters VFX Department
All Rigging and Animations by the Animation Department
All Environments and Props by the Environment Department
All Soundtracks by the Audio Department
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Steel Hunters Project Responsibilities:
• Responsible for leading the visual development and execution of 3D hard-surface character hero assets, ensuring each asset adhered to the game’s art direction and technical requirements.
• Provided mentorship and art direction to senior and junior artists. Always readily available to all team members for support, and conducted regular feedback sessions, both in groups and 1 to 1.
• I played a key role in facilitating and contributing to art review sessions, ensuring both internal and external character art teams were meeting the expected artwork quality consistently.
• Reviewed and approved final in-game assets, ensuring the work met the visual standards and performance requirements that were established.
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