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Maelstrom — 3D Art Intern
Tideturners Studio
My first real production experience. Unpaid, full-time, no safety net.
The original source files had been lost in a studio transition. The art director handed us proportion blockouts and one directive: make them look better without changing a single dimension. Every creative decision had a technical consequence — get the hull wrong and the fire effects break, get the mast wrong and the rigging misaligns.
In an indie environment nobody stays in their lane. I picked up Substance Designer for the first time, sat in QA sessions, and built holiday variants before the default ships were finished — one week per ship, seasonal version first, default version after.
9 ships and variants total. Some shipped. Some are still waiting.

Ashborne — responsible for castle, Cannons, and figurehead modeling

tidebreaker — responsible for All modeling

Thunderhead — responsible for ALl modeling

Stormanchor — responsible for All modeling

Gameplay footage featuring the Ashborne and tidebreaker sloops i worked on

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