This weapon was wielded by the Chimeran Brute enemy. I had a blast iterating on the upgrades (each weapon had 3 stages), and working with the designers, concept artists, and animators to find opportunities to bring more visual thrill to the players. I had become one of the main weapon modelers on the Insomniac character team due to my attention to mechanical detail (tuning concepts so they would animate correctly in 3D, and fit the templates to match character animations), as well as a familiarity with firearms.
A paradox of making weapons in a first person shooter is that they are part of the glamour (and sales tools) of the game. They have to look good, they take up a lot of screen space and feature prominently in screenshots, but when you're playing, you hardly notice them because you're focused on your target. We worked hard to put detail and animation where they would count, add believability, and not get in the way.