MaverickFM
Pathfinder Games
This week we sat down and had a chat with one of our senior 3D Artists and former Lead Artist, James 'Volcol' Chilton.
3. What is your favourite thing you have done so far in TW?
I’ve really enjoyed working on the German character art work, a lot of care and attention went into that (interesting threats from VonMudra helped ensure an accurate depiction). I also really enjoy working on the weapon artwork and looking into serial markings and the tiny details that are often overlooked.
4. Has Traction Wars been a learning curve for you and what has been the biggest lesson it has taught you so far?
Without Traction Wars I really wouldn’t be where I am today. The project has helped me develop skills in weapon and character artwork, including high poly, sculpting and next gen PBR techniques. TW has been one of the biggest contributors ( if not the main) to me being in the position I am today with work.
That's all for this blog. Until our next update you can find us on social media as well as on the official Discord channel.
1. How did you get involved with TW?
I applied to TW a fair while back, and actually went through two trials - succeeding with my second. Having always had an interest in WWII, I joined the team just as I was starting university, and working with the TW team was a great help toward my studies. The skill set I developed from my art trial alone led to me gaining quite an advantage in University, and I often at times found myself much further ahead of the curriculum.
2. What does your role involve?
I’ve covered a great many things in working with Traction Wars, but primarily I work with weapons and character art. I work with modelling, texturing and rigging (where needed) - and enjoy spending time on a piece of artwork, as my actual job (whilst also games artwork) often brings strict deadlines which often doesn’t allow for the finer details. Being an artist is incredibly rewarding but can be equally frustrating - as it’s very common to look back at a piece of artwork and find faults/flaws that need improving on.
I applied to TW a fair while back, and actually went through two trials - succeeding with my second. Having always had an interest in WWII, I joined the team just as I was starting university, and working with the TW team was a great help toward my studies. The skill set I developed from my art trial alone led to me gaining quite an advantage in University, and I often at times found myself much further ahead of the curriculum.
2. What does your role involve?
I’ve covered a great many things in working with Traction Wars, but primarily I work with weapons and character art. I work with modelling, texturing and rigging (where needed) - and enjoy spending time on a piece of artwork, as my actual job (whilst also games artwork) often brings strict deadlines which often doesn’t allow for the finer details. Being an artist is incredibly rewarding but can be equally frustrating - as it’s very common to look back at a piece of artwork and find faults/flaws that need improving on.
3. What is your favourite thing you have done so far in TW?
I’ve really enjoyed working on the German character art work, a lot of care and attention went into that (interesting threats from VonMudra helped ensure an accurate depiction). I also really enjoy working on the weapon artwork and looking into serial markings and the tiny details that are often overlooked.
4. Has Traction Wars been a learning curve for you and what has been the biggest lesson it has taught you so far?
Without Traction Wars I really wouldn’t be where I am today. The project has helped me develop skills in weapon and character artwork, including high poly, sculpting and next gen PBR techniques. TW has been one of the biggest contributors ( if not the main) to me being in the position I am today with work.

5. If there was anything you could do in Traction Wars, what would it be?
For me, I’d love to include more environmental interactivity - say for example dragging a small cart into a street for use as makeshift cover or as a barricade. Perhaps even barricading yourself in a room (but knowing my luck I’d be shot through the door or naded through a window first time!). Digging foxholes would be great also.
6. What is your favourite cookie?
I don’t like cookies, I really don’t eat many sweets/sweet things. I do enjoy a good ale, so maybe if there’s a cookie flavoured ale (or visa versa) then let me know!
7. What is your favourite feature of TWs?
I’m really looking forwards to the night fighting. It’s very difficult to get right, but done correctly it leads to some brutal fighting. I look forwards to sneaky sneaking my way along a hedgerow, trusty Lee Enfield at my side, hearing Germans nearby … grabbing a Mills bomb from my small pack and pulling the pin … turning the corner aaaaand - getting shot in the face by General Naga (then the rage quit that follows).
For me, I’d love to include more environmental interactivity - say for example dragging a small cart into a street for use as makeshift cover or as a barricade. Perhaps even barricading yourself in a room (but knowing my luck I’d be shot through the door or naded through a window first time!). Digging foxholes would be great also.
6. What is your favourite cookie?
I don’t like cookies, I really don’t eat many sweets/sweet things. I do enjoy a good ale, so maybe if there’s a cookie flavoured ale (or visa versa) then let me know!
7. What is your favourite feature of TWs?
I’m really looking forwards to the night fighting. It’s very difficult to get right, but done correctly it leads to some brutal fighting. I look forwards to sneaky sneaking my way along a hedgerow, trusty Lee Enfield at my side, hearing Germans nearby … grabbing a Mills bomb from my small pack and pulling the pin … turning the corner aaaaand - getting shot in the face by General Naga (then the rage quit that follows).

That's all for this blog. Until our next update you can find us on social media as well as on the official Discord channel.
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