These weapons and supporting assets were created for the sci-fi first-person shooter Transience, set in a near but familiar future.
The goal was to balance realism with subtle futuristic influence—keeping the weapons grounded and recognizable while pushing their design slightly beyond present-day technology.
A core focus was developing a modular attachment system shared across multiple weapons, designed with consistent proportions, mounting logic, and language to ensure functionality and believability. This approach is driven by a single in-world manufacturer (NWS), reflecting a monopolized market.
Modeled using Blender and Plasticity, with a focus on balancing visual impact, efficiency, and readability within the game’s rendering pipeline. Ensuring key details hold up under in-game filters that created outlining and lighting.
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High Poly, In-game Models, and Texturing
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Modelled in Blender and Plasticity
Rendered in Blender with Cycles