Rigging: Character rig and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72
Radar environment asset by Aleksandr Klochkov https://www.artstation.com/morimek
All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments
Prophet Gargoyle 3D Skin
This was a lower tier 3D skin, where only around 50% of the original hunter was redesigned.
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Armor: The Armor received a full 3D pass, while repurposing some of the original meshes. All UV's were then re-packed to fit into a single texture set.
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Weapon, Forearm and Sentinel Drone: I carried out the 2D texture pass, texture and material UE5 implementation ONLY for this skin. Weapon mesh created by the Hunter 3D Art Team
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Skeleton: Reused the existing base character skeleton, skeleton mesh created by the Hunter 3D Art Team
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Skin Design Concept Art by Polina Kulagina - https://www.artstation.com/shokoro
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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 - Radar environment asset by Aleksandr Klochkov
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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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