My main role while working on Divine Knockout at Hi-Rez was managing and integrating outsourced character models. This included adjusting bids, giving feedback, approving, integrating, Unreal material setup, final polish and adjustments on all character models. I was responsible for applying face atlas textures from concept, making adjustments and additions to those as necessary. I also led the efforts in adding additional color themes for each character. I maintained consistency in quality and style throughout the entire character roster and character cosmetics. This is a small sample of all of the character models created for Divine Knockout. We had many more lined up for future releases.