Weapon: Personally designed the weapon concept; final asset was completed and implemented by Fajar Imami https://www.artstation.com/fajarimami
All Rigging and skinning by Evghenii Izmailov https://www.artstation.com/e_izmailov
All Environments and Props by the Environment Department - Radar environment asset by Aleksandr Klochkov https://www.artstation.com/morimek
All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments
All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments
Fenris - Scimitar - Design and 3D Skin Creation
I was responsible for designing and developing the 3D character skin for the Steel Hunters character, Fenris. Using mesh block-outs and reference imagery, I conceptualized the skin design, ensuring it adhered to the game's artistic style and met all technical requirements as it progressed through the production pipeline.
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Armor: Fully designed and modelled by me, aligned with the character's lore, gameplay role, character hero design & animation constraints.
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Weapon: Personally designed the weapon concept; final asset was completed and implemented by Fajar Imami https://www.artstation.com/fajarimami
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Skeleton: Utilized 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 Evghenii Izmailov https://vimeo.com/472974733 https://www.artstation.com/e_izmailov
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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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