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 telescoping bridge. Tasked with creating the skeleton and animating the initial open and close sequences. Most of the design vision that I set out for, and animation made it into the final in game asset. Thanks to Dan Phillips and the environment content team for creating the final in game model and Turner Sinopoli from tech art for translating the model, skeleton, and animation into an interactable dynamic asset.