VALORANT: Spline

Responsible for the base textures. Helped refine the Variant concepts and polished textures as they came in from our external vendor. The vendor used the polished textures as a guideline for the other weapons.

Responsible for the base textures. Helped refine the Variant concepts and polished textures as they came in from our external vendor. The vendor used the polished textures as a guideline for the other weapons.

Responsible for Operator Blockout through Textures. Worked with our outsource managers to ensure the other weapons met the quality bar that we set internally.

Responsible for Operator Blockout through Textures. Worked with our outsource managers to ensure the other weapons met the quality bar that we set internally.

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/

__

https://www.artstation.com/timur

Date
October 19, 2020