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 cases were designed for very unique weapons found throughout Yara. Closer towards the end of production, we decided to design a much more interesting look for the already created weapons case because it simply wasn't conveying the look the art directors wanted. This case is interactable, so the player walks up to it, opens it up, and receives a unique weapon. I did the modelling and texture work on this asset.
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)
Tiling textures were provided by the texture artists. Judy Suh, and Hyoyong Koo were responsible for overseeing art direction and validation. The functionality of this asset 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 this asset. And finally, special thanks to the team that worked on the world, making all of our amazing work come together beautifully.