Early in the project I was the artist on campaign tasked with creating many of the initial block-in proxy dynamic world object assets. My work would lay down the art foundation for shape language, design, and functionality. In addition, I created many of the joint skeletons, skinning, and initial animations for these type of assets for down streaming teams to take to final in-game completion. For this specific task, I was responsible for the initial block-in and high-fidelity proxy model for the upgrade lockers. With the help of Turner Sinopoli from tech art, he was able to implement the model, skeleton, and animation into the interactable dynamic assets and get them functioning in the game. With some solid concept from Martin Deschambault and the concept team, I was quickly able to model these to our game metrics. I created the joint skeleton and animated the proxy models for visual development before sending the assets to the environment content team for final completion.