Hands-on work
- Built the main location structure and a large share of the visual base.
- Prepared buildings, props, materials, shader coverage and in-engine setup.
- Worked on level readability, asset density and optimization constraints.
Case study
A first-person workshop management project built around modular weapon crafting, expeditions, cemetery systems and a scalable technical-art pipeline.
Game concept
Skein Arcane is a first-person workshop management game about crafting weapons, sending soldiers on expeditions and burying the dead to gather souls. The project connects a workshop, modular gear, tactical expeditions, factions and a cemetery system into one systemic fantasy.
The case reads as production evidence: large-scope design, repeatable technical-art rules and a team workflow that can survive more content.
My contribution
This case shows collaboration and planning for scale, not only individual art output.
Production story
The roadmap shows how the project stays readable while the scope grows across systems, assets and collaborators.
The location needed to support crafting, movement, storage, player orientation and future interaction density.
Naming, mesh prep, material rules and import constraints were defined so new objects could fit the same production language.
Reusable shader and material logic gives the team room for factions, props and mood changes without rebuilding every asset by hand.
Crafting, expeditions, cemetery progression and faction identity were kept together as a production map instead of separate feature islands.
Programmer, character, weapon, animation and audio contributions are framed by clear ownership boundaries and team-facing constraints.
The current state is presented as direction, systems and pipeline evidence, not as a finished-product claim.
Main challenge
A large simulator needs many objects, variants, factions and environment pieces, which can quickly become inconsistent.
Define asset rules, reusable materials, shader coverage, import structure and Nanite/Lumen-aware constraints.
The team gets a scalable visual-production base that can support more content without losing clarity.
Project takeaways
A quieter summary of what the project says through the work itself.
The current WIP already shows a readable world direction, systems structure and scalable production base.
Asset rules and pipeline constraints came before scale, so the project can grow without losing consistency.
The visual layer is designed around reusable materials, engine constraints and collaborator-friendly handoff.
The case separates my direction, systems, level and technical-art work from collaborator contributions.
Next step
I can walk through the build, media, role split and production decisions in a focused conversation.
Related work
Crafting components tied to production naming and material prep.
Main location work for space readability and dense asset use.
Material and shader rules designed for scalable team production.