Every year I revisit this weapon design to push my skills further and reflect on how far I’ve come since starting in 3D.
With each iteration, I not only improve the execution, but also rethink the design itself, what works, what doesn’t, and what I would change. The second iteration was heavily influenced by the Doom: The Dark Ages trailer that released around that time, which pushed the design in a more brutal, grounded direction.
For this latest version, I approached it differently. Instead of just building on the previous design, I went back to the core idea and reworked it from the ground up. The focus was on cleaning up the forms, improving readability, and making the functionality of the weapon more visually clear while still keeping key elements that define the earlier iterations.
I’m really happy with how this version turned out, both in terms of design and execution.
I’ll be sharing some breakdowns soon, going deeper into how the mechanism works and how the design evolved over time.