Compared with other types of games, FPS games have more stringent requirements for the first person angle effect and the number of model faces in weapon design, and the most appropriate balance point should be found between them. Moreover, the homogenization of FPS mainstream market is too serious to make differences. Some ideas may be castrated or overthrown in planning, procedures and operation even if they are desired to be realized in art.
In order to keep your design fresh, it is also necessary for designers to actively understand the working methods and realizable scope of brother departments for a long time, and try to feel the beauty of the design while not affecting the core experience of players.