I was tasked with designing the main enemy base model, there were a lot of gameplay features and hard requirements to keep into account, however, this was the final design chosen for production. There were several challenges, both technical and art direction-wise, however, I was able to successfully navigate them through constant communication as well as organizing all of my assets in a way we could easily roll back on changes as new challenges emerged. I also suggested an ad-hoc feedback communication template which made further changes easier to implement through the design process.