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Weapon skin concepts for Squad and for La Quimera. The shotgun skin variations in the gallery - camouflage, neon and gold patterns - show that type of work. Character, melee and location concepts are internal pieces or projects shown without a title under NDA.
A skin concept defines the pattern, wear and color variants applied to an existing weapon model - the model's geometry does not change. It sits between concept art and texturing: the sheet shows several variants on the same silhouette so the client picks and the texture artist executes without guessing.
Because for that project the location concepts were produced directly as isometric 3D blockouts with materials, then used as the reference for final assets. When the game's camera is fixed, concepting in 3D is faster than painting and gives the environment team exact proportions.
Yes - that is the normal route. Our concept and 3D teams work in one pipeline, so a weapon or character sheet goes to modelling with the callouts already agreed. On Squad the team produced both weapon skin concepts and the final production weapons.
Yes. The horror environment piece - bodies in the trees, blood mist - is a mood keyframe that sets tone and lighting for a location. Mood pieces and production sheets serve different questions, and a project usually needs both.
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