A behind-the-scenes look at our weapon calibration studio.
We are expanding our weapon list exponentially by taking high-tier models and mapping them straight to our primary combat archetypes—like turning the Zephyr Lance into a spear and the Hydroclasm Blaster into a rifle.
Instead of modeling everything from scratch, we’re repurposing legacy assets and mapping them onto our core animation skeletons (swords, staves, spears, and rifles).
Pair that with an RGB material mapping system to cleanly spin up elemental affinity variations, and our lookdev calibration studio is officially stacked.