I had the pleasure of joining the talented team at Maze Theory for a couple of months during the final stages of Thief VR: Legacy of Shadow. My responsibilities included modelling, texturing, optimisation (manual LODs), and the integration of a wide range of gameplay and set-dressing props, alongside occasional support with level dressing. Most assets were created using a traditional high-to-low workflow and adhered to strict polygon and texture / material budgets to meet platform-performance targets. I worked from concept art and general references, with enough design flexibility to ensure each asset felt visually cohesive within the wider world.