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Final production weapons and unique weapon skins for Squad, and weapon assets for Mutant Year Zero: Road to Eden, Miasma Chronicles, Corruption 2029 and La Quimera. Several pieces in the gallery - historic revolvers, the improvised melee set - are internal studies built to the same production standard.
Sci-fi weapons start from a concept sheet - yours, or one our concept team produces --with orthographic views and material callouts. Real-world firearms start from photo and technical reference so mechanics, proportions and markings are correct. Both routes end in the same modelling, texturing and in-engine check.
Yes. Optics, magnifiers and suppressors are modelled as separate meshes so they can be mounted and swapped in-game; the EOTech G33 magnifier in the gallery is one example. Skins are delivered as texture variants on the same mesh - for Squad we produced both the weapon models and unique skins.
Yes. A combat knife, tomahawk or nail-studded bat goes through the same pipeline as a rifle: reference or concept, high-poly sculpt for surface detail, game topology, PBR textures, LODs and collision. Melee often reads closer to camera in first-person, so edge wear and grip materials get the same attention.
On request. For any piece here we can share first-person framing, wireframes and texture sheets, and for internal studies the full breakdown. Client-project weapons are shown only within what each project's NDA allows.
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No pressure - just send us your idea or a rough brief, and we'll get back with a free consultation and a flexible estimate tailored to your goals.