I had the role of Gameplay Model Artist on this project. A lot of the assets I worked on were either interactive or breakable. The Uranium Case went through multiple reiterations until we arrived at the final design. Additionally, we needed a crate that would "dispense" the Uranium Case. This crate was set up to pop open and have the Case slide out. The Uranium is used to purchase Guerilla weapons and backpacks in the game. So these can be found in a ton of locations around the world. I modelled and textured both the Uranium Case and Uranium Crate.
Huge thank you to the entire Far Cry 6 team. Building a game of this size is a collaborative process, and the quality of my work only shines when all these different roles come together. It is very difficult to know just how many people played a role on the creation of these assets, but I will try my best to thank everyone I can think of (I apologize to anyone who I have missed, please don't hesitate to contact me so I can add you)
The branding was provided by the Branding team. Tiling textures were provided by the texture artists. Judy Suh and Hyoyong Koo were responsible for overseeing art direction and validation. The functionality of these assets was set up by our amazing technical artist Ryan Galbraith, and additional work was done by Gameplay. The animation itself after the interaction was done by the Animation team. Karl Sevilla in QC validated the technical work and functionality of these assets. And finally, special thanks to the team that worked on the world, making all of our amazing work come together beautifully.