I had the privilege to model the prosthetic arm for the Mirage Core in Halo Infinite, otherwise known as the S.P.I armour. This was a complex task as not only did it need to conform to established hardsurface principals using opensubdiv to maintain a non-destructive workflow that could be ported seamlessly between 3ds Max and Maya, but also because it had to be a functional robotic arm with full range of motion and dexterity and have minimal geo clipping. In order to ensure this I also did a handful of basic dexterity animation tests to ensure the joints would not conflict and everything moved naturally.
Once the Highpoly version was done I was also responsible for retopologizing, texture baking, and running the asset through the teams preset smart material workflow for final import into the Slipspace engine.