For Elvenar, I led a team at InnoGames, where we focused on creating highly detailed assets, including animated buildings and characters. Each building needed to match the provided concept art precisely, both in form and texture. This required meticulous attention to detail, as nothing could be altered outside of 3DS Max—the renders produced directly in Max were used as the final output. Due to this constraint, every model was scrutinized at each step to ensure it met the required standards before being rendered, emphasizing accuracy in both design and animation.