I had the role of Gameplay Model Artist on this project. A lot of the assets I worked on were either interactive or breakable. These poison assets are used everywhere throughout the world, acting as a pretty large part of the combat loop, used either for damaging enemies or lighting the poison on fire to create explosions. These assets went through multiple reiterations until we arrived at the final look. I did the modelling work and texture pass.
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 breakable work on these assets was done by Jonathan Batt. The branding was provided by the Branding team. Tiling textures were provided by the texture artists. Judy Suh, Hyoyong Koo, and Nick Tang Chee Eng 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. 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.