Research
Chosen Job to research: 3D prop/Weapon artist
https://hitmarker.net/jobs/activision-3d-weapon-concept-artist-1599982
The role and responsibilities of a 3D weapon artist:
- Cooperating with lead designers and developers so the asset matches the correct style and feel of the overal game.
- Researching references and insiparation
- Finding and creating the resources required to produce the asset.
- Sketching concept designs
- Building the 3d model in line with the technical limits of the game engine
- Applying textures to all visual elements
- Adding lighting and shading effectings to all elements, ensuring consistency across the model.
- Animating if needed
- Integrating special effects to textures such as a muzzle flash or animated flames.
- Documenting prodcution
- Problem solving
- Sticking to the production schedule
- Designing with the user experience in mind.
Information from this article by Spectrum, C.G. (2022). Game Artist Job Description, Salary, Skills & Software. [online] www.cgspectrum.com. Available at: https://www.cgspectrum.com/career-pathways/game-artist [Accessed 7 Feb. 2026].
Required skills, software and industry expectations:
- 3+ Years experience in the games or film industry making weapons.
- Strong knowledge of games and how weapon design relates to the gameplay experience
- Understanding and knowledge of existing weapons and how they function
- Demonstrates an understanding of industrial design principles and how to apply them to weapons
- Experience with game engines (like the Unreal Engine, Unity or other in-house game engines).
- Considerable skills in Zbrush, 3ds Max or Maya or Blender.
- Strong 3D modeling abilities as well as rendering, graphic design and iconography
- Ability to create production game assets if / when needed, including high poly, low poly, baked maps, materials
- Excellent attention to design, detail, form and function
- Talent and creativity – weapons created by you tell a story and are realistic and authentic.
- Considerable skills creating materials and textures for weapons models using Substance Painter and Photoshop.
- Great communication skills & team-player attitude.
- Possess the ability to take direction and feedback from the team as well as contribute ideas
- Ability to learn new tools quickly and effectively
- Self-managing and able to identify and meet deadlines and goals
- Fast and organized at researching and reference gathering
- Must be willing to go above and beyond what’s expected to ensure the absolute best quality is achieved
Information from Techland (2023). Senior 3D Weapon Artist • Job offers. [online] Techland. Available at: https://techland.net/job-offers/senior-3d-weapon-artist-85 [Accessed 7 Feb. 2026].
And from Treyarch (2025). 3D Weapon Concept Artist – Treyarch | Job Details. [online] Outscal.com. Available at: https://outscal.com/job/3d-weapon-concept-artist-at-treyarch-in-santa-monica-california-united-states-of-america [Accessed 7 Feb. 2026].
3D Weapon artist workflow and example:
An example of a 3D asset workflow is:
Workflow from Malte Resenberger-Loosmann (2018). 3D Weapon Art Workflow. [online] 80.lv. Available at: https://80.lv/articles/3d-weapon-art-workflow [Accessed 7 Feb. 2026].

Here is the example work of a real 3d weapon artist working for techland: Paweł Maroń (2025). Dying Light: The Beast – Reforged GreatAxe, Paweł Maroń. [online] ArtStation. Available at: https://www.artstation.com/artwork/y4YJJK [Accessed 22 Feb. 2026].
Entry routes and companies
- Relevant art or design degree such as graphic design, 3D modelling, 3D games art and design, computer science and 3D animation.
- Provides a well-rounded education that gives you a strong platform to develop from.
- It demonstrates to employers and clients that you’ve learned how to use the latest 3D tools and techniques and it’s a useful way to start networking with industry professionals.
- Higher national diploma or higher national certificate where the curriculum centres around art or design in some capacity.
- Appreticeship/ Internship
Information from Indeed Editorial Team (2024). How to become a 3D artist (with skills and duties). [online] Indeed Career Guide. Available at: https://uk.indeed.com/career-advice/finding-a-job/how-to-become-3d-artist [Accessed 7 Feb. 2026].
3 example studios/ companies looking for weapon artists are:
Kojima Productions: https://hitmarker.net/jobs/kojima-productions-weaponsmechanical-artist-1271742
Ubisoft: https://hitmarker.net/jobs/ubisoft-senior-weapon-artist-rainbow-six-siege-1581263
Activision: https://hitmarker.net/jobs/activision-3d-weapon-concept-artist-1599982
Planning
Target audience
My outcome will link to the chosen career perfectly as I chose a 3D Weapon artist, and as a outcome I will create a 3d weapon. The target audience/ employer would be any game devlopers or studios looking for a weapon for their character to fight with, specfically aiming for the action/ RPG theme but would work in any type of game needing a weapon.
Inspiration and Plan:
Images from:
Wiki Contributers (2026). Shi. [online] Anime Galore Wiki. Available at: https://anime-galore.fandom.com/wiki/Shi?file=Sacred_Treasure_Shi.PNG [Accessed 18 Feb. 2026].
Wiki Contributors (2016). Crucible. [online] Doom Wiki. Available at: https://doom.fandom.com/wiki/Crucible?file=Doom_Eternal_Crucible.png [Accessed 18 Feb. 2026].
Rhapsodize adopts (2026). Scythe Weapon Adopt [online] Deviantart.com. Available at: https://www.deviantart.com/rhapsodize-adopts/art/Scythe-Weapon-Adopt-closed-847469957 [Accessed 18 Feb. 2026].
Fancydress.com. (2026). Available at: https://images.fancydress.com/products/38785/1-41/reaper-scythe.jpg [Accessed 18 Feb. 2026].

I plan to create a scythe inspired primarily by Rory Mecury’s axe(GATE) and the crucible from (DOOM). It will be a large around 2m tall scythe that looks like the concept art I drew below:

Concept art by me
Softaware and organistaion
I am going to use blender which is not industry standard because I am familiar with it and its free, to create the base mesh. Then I will use substance painter which is industry standard to create the detailed textures and be easily importable into a game engine for the client. I will also use Unreal as a example game engine import.

For file managment I used my normal methord of sorting.

Exports: where I keep the fbx and texture files

Project files: Where I store the blender, illustrator, substance painter and unreal projects.

And finally renders where I would keep final renders If I had taken and renders and also screenshots to be used in my writing.
I used no external assets besides substance painters smart materials and a font for the runes on the blade.
Technical requirements would probably be any pc that has functional hardware.
Time and safety considerations
There will be no risk to health and safety as all work is digital, suffient break from a screen and good posture will make it perfectly harmless.
Production timeline: I will work on the outcome for less than 5 days from around 15-19th of february.
Production
My production blogs and outcome:
Unit 3: Outcome
Firstly I finalised the textures to my liking using adobe substance painters smart materials and some custom drawn masks for…
Unit 3: Making the texture
I started by UV unwrapping my model and displaying it with a temporary uv grid. I then vertex painted the seperate…
Unit 3: Creating the model
I Started the model with a beveled curve that I moved the handles around to the desired shape. In then converted…
Reflection
I am pleased with my outcome as I have wanted to attempt the crucible glowing energy material since I started this course.
I have learnt how to use substance painter, how to vertex paint and uv-unwrap to a suitable degree in blender, and how to configure the material in unreal to display properly.
I could have made a more complex model however I think my degree of detail was enough and based of my inspiration more random details like cloth on the handle would have just cluttered the model. I also believe I could have spent a bit longer creating better materials and layering more realistic materials however based of my primary inspirations (Shi and Crucible), the weapons are not made of real materials and therefore have no realistic properties to mimic.
The conversion and looks of the materials from substance painter to unreal was not as good looking as I hoped which may be something to research and improve apon in the future.
For once I did to all the reseach and planning before creating the outcome so I knew esactly what I should be doing and what I wanted to create which was not only effecient on time but also alot easier to do. So my opinion on doing this has slightly changed to doing this more often however I do usually want to put my ideas into immediate practice and not plan them in detail.
So overall, I am happy with my outcome and think I used my skills and time effeciently to create a relatively industry standard model suitable for the target audience/ client.