As the tech artist at Kyrie Studios, I mostly worked on optimizing levels, organizing assets under a master material, fixed material related bugs, and imported finished assets from the art team into engine. I also made a vfx of an acid flask spill puddle, with a niagara particle system and a decal.
The acid spill decal is set so that the splatter looks different depending on where it is placed. In the actual game, the player takes a flask and throws it at enemies to cause damage; having the decal change visually depending on the absolute location allows for variation in the spills.