This is the main enemy type used in Astral Raider nicknamed The Clunker. I worked very closely on this asset in particular through its production, as it gave a theme to the game as the first complete enemy. I concepted and modeled this asset as well as worked with texture artists to make it was it is today.
This is the Thief asset used in Astral Raiders. The basic structure of this design was intended to include aspects from the pirate ships as well as a treasure chest. This asset went through 3 phases of modeling before the team was happy with the direction of the mesh. After I was done modeling it I sent it to get textured, the final in- game asset is seen above.
This asset (The Skiff) I am very proud of as it is one of the first assets I didn't really work on that closely, but directed its production. I drew up some concepts for the team and once a decision on the general shape was made I went through to make orthographics. This was then handed off to a modeler as my production capabilities were needed elsewhere at the time. However the this asset went through over 20 iterations before it became what it was today.
This is a rather comical asset to me. During its incepcetion we as a team wanted a "Gravity Mine" in our game, something that when the ships ran into it, would create a singularity with some beautiful particle effects and distortion filters before creating a massive explosion in the middle of the room. So I mocked up a model that we all liked, however due to time constraints in productions this did not make it to the end of that pipeline. Instead when the mine asset got cut we re-purposed this into a bullet/cannonball projectile as we already had a textured mesh. 
Astral Raiders
Published:

Astral Raiders

Published: