More Generations from the Workflow
MinigunThis asset went through additional modeling, optimization, and texturing passes to prepare it for real-time use. The model includes multiple LODs, with the highest level capped at 15k vertices and the lowest around 3k vertices.

I also implemented a small script that animates certain components to spin when the weapon starts or stops firing. Inspired by Star Wars–style energy weapons, the tip of the gun heats up during firing, creating a visual feedback effect.

The heat effect is driven purely by emissive values controlled by a script attached to the prefab. The system includes adjustable parameters for intensity, timing, and spinning speed. If the effect isn’t needed, it can easily be toggled on or off without affecting the base gun prefab.
Laser Drone
The goal was for the drone to feel like a “junior” unit deployed from the mech, sharing the same design language.  Matching textures and decals were added, using the same shader setup as the mech for easy customization, with emissive elements separated for optional use.

The model was imported as separate parts with decals added in the prefab for easier in-engine adjustments. The mesh was also optimized to ~12k vertices, similar to the weapon assets created earlier.

Delivery DroneUse a “hacked” drone to deliver special weapons to players. The drone could fly above the player with a weapon attached underneath, then drop it for the player to pick up. This could create a clear visual moment in gameplay where players see the drone arriving and deploying the weapon.

The model is built with modular parts that can be easily mixed and matched within prefabs, similar to the drone setup. The mesh is optimized to around 8k vertices (including some duplicated elements for modularity). Materials are organized into separate slots with adjustable parameters for color, dirt, metallic, and emissive values. 

This setup makes it easy to add or remove geometry and customize variations directly in-game. A simple script was also added to rotate wing blades, using a textured plane to simulate spinning blades efficiently.

Flamethrower
Designed the assets mechanic pieces to prevent it from collapsing into the top portion during movement. I also added true depth to the firing cannon, allowing flame or VFX to spawn from inside the barrel. Additional LODs were created to further optimize the model.

The asset uses MeshRenderers with simple parent-child hierarchy instead of joints. Parts intended for animation are clearly named (e.g., Base-00, Part-01, etc.) within the prefab for easier control.

Pivots are positioned at the center of each rotating component, and all rotations are zeroed out, making the turret ready for animation or repositioning. The setup also allows the turret joints to be folded or adjusted to create different visual configurations if needed.
Laser ScannerCreated a more boxy shape, closer to the reference design. Textures were also added, along with a Shader Graph setup that allows color variations across different parts of the model. The shader includes adjustable parameters for details such as edge dirt and scratches, making it easier to tweak the look directly within Unity.

For the scanner component, I added extruded details to the sphere so it doesn’t appear too empty while rotating, improving visual interest during motion.

2025 Chatrin Samanchuen
All rights reserved
Chatrinsamanchuen@gmail.com
Bangkok, Thailand