Spline was the most abstract weapon I've had the opportunity to model. A fun challenge was problem solving how we can keep the "Spline" feeling in third person while creating a more solid feeling weapon in first person.
I worked alongside Engineering to create the Orb shader for the Premium Content team. You can read more about that here!
https://playvalorant.com/en-us/news/dev/artists-engineers-and-the-tech-behind-spline/
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