For over 2 years (Aug 2012 - Aug 2014) I've been engaged (as a part of 'Haggard Games' outsource studio) in the characters creation for a good online game called 'Ballistic Overkill'. This first person shooter was developed and published by Brazilian independent developer Aquiris Game Studio on March 28 2017 on Steam (rated 7/10). My models are presented in almost all game play trailers and teasers.
Smoke 1
Concept art and final low-poly models shots.
Final high-poly shots.
Smoke 2
Concept art and final low-poly models shots.
Final high-poly preview.
Wraith
Concept art and final low-poly models shots.
All models I've created also had two LODs (50% and 25%). LODing required the UVs to be specifically optimized for further geometry reduction - all UV borders have been intentionally linearized in order to minimize textures seams on LODs.
Final high-poly preview.
MFA1
Concept art and final low-poly models shots.
Final high-poly shots.
MFA2
Concept art and final low-poly models shots.
Final high-poly preview.
Engineer
Concept art and final low-poly models shots. This model was created for PRB-rendering.
Final high-poly shots.
Transformer Turret Drone (Hard surface)
Test rig and animation of transformation from mounted / flying to standing state. Was created by the animator and rigger Alexander Smirnov just for fun, self-education and to showcase the functional side of drone's design.
Concept art and final low-poly models (and LODs) shots. The client provided me with a rough idea of how the drone transforms and basic design sketch. I had to follow the visual side of concept art while designing the model so that it could really transform the required way and look convincing.
All functionality and texture integrity have been accurately preserved in LODs (50% and 25%).
Final high-poly model shots.