We worked for ICHI Worldwide on the release materials for the triple A game Metro Exodus. We were tasked with explaining the game’s extensive gun mechanics and customisation options.
This required us working directly with the game assets, and creating seamless transitions between actual game footage and our guntastic spark filled environments. A data driven UI system allowed simple tweaking of all the various gun statistics by ICHI, which were constantly changing project whilst the game was in development.