Rainbow Six: Siege - Paragon
Paragon was an operator-focused modernization initiative focused on refreshing operators through visual upgrades and added flair. As a tier above Elite bundles, Arcana items were crafted to feel distinct, high-value, and memorable. The challenge was to stay within Siege's technical constraints and also to ensure no cosmetics distracted from the core tactical gameplay.
I was responsible for tech art on the Operator cell (operators, weapons, and gadgets). I led the R&D for Paragon on our cell, creating prototypes that experimented with shaders, outfit modifications, custom animations, add-on skeletons, VFX, etc.
I received a performance bonus for creating and shipping a custom shader for the outfits/headgears, and establishing the technical specifications for Paragon's budgets and workflow for Operators. It was a challenge to accomplish with very little bandwith due to Siege's technical constraints! Everything had to be very optimized.
Paragon sets consist of fully animated skins for an Operator's entire kit, including a primary weapon, their gadget, a uniform and a headgear, plus an animated Operator card. The operators, weapons and gadgets also include unique animations.
Valkyrie's Quintessence of Form was losely based on my R&D. Concept by Gabriel Jiménez, gun sculpted by Ognjen Panic, and outfit modeling by Alexis Ouedraogo-Bonin.