We had a tiny team on this project, so I was able to work on some concepts, meshing, materials (including building some shaders), sequence setup, character modeling (including the giant dragon!), rigging, and even event-based blueprint scripting and animation for the gameplay. We had to redesign some maps for a different treatment but under the same broad theme for maximum variety.
Due to the shapes' simplicity, even tiny errors would stand out - so this project relied heavily on clean topology.