A third weapon was planned but the project was scrapped before I could model it, that's why there's a lot of empty space in the texture atlas.
I modeled almost all of the environment props for this warehouse level. Wall, floor and ceiling materials were made by another artist. Level layout and design was made by the level designer and others.
I created decals which were used to create variation in tiling materials, such as puddles, moisture on the walls and the floor, mold, peeling paint, etc.
Since it was a mobile game we had to be very conservative with realtime lights. The game had randomly generated levels, so baked lighting was out of the question. Vertex colors were used to create fake shadows and shading.
Most of the props utilize channel packed tiling b&w albedo and roughness as textures and a normal map. Colors come from a gradient map driven by vertex colors, and extra shading was added to the props via vertex colors. World space tiling was utilized in shaders to minimize texture tiling.
Warehouse shelf modular kit. I was tasked to build modular model kits so that set dressing and level design could be done flexibly inside Unreal Engine.
Conveyor belt modular kit
I was tasked to create a concept render of a "Loadout Room" where the player could restock their ammo and change their equipment mid-mission.
Modeled in Blender and rendered with Eevee. Texturing was a mix of tiling textures which I created in Photoshop and procedural materials made in blenders shader editor.