(22 / 22) · CGI & look-dev
Game Worlds

Overgrown classical ruins, a game-ready courtyard and a set of stylised blades and weapons. Also a bone-and-lava sword in bone and in gold, the rifle from the other side, an engraved revolver and a dark armoured car on a reflective floor.
The environments lean on scale and vegetation — ivy-covered colonnades, still water and a single blossom tree — while the props study silhouette and material.
Pass by pass
Only the delivered frame is published here. The Wire, Clay and Light views are generated live in your browser from it (edge, shading and light-isolation shaders), not the production passes.
Backstage
Facts from the delivered master files. Frames = duration × frame rate.
| Deliverable | Resolution | Frame rate | Duration | Frames |
|---|---|---|---|---|
| Environment & prop renders | 9 stills, up to 3840 × 2160 | — | — | — |








