A few extra support loops should help a lot. If you're going to use an n-gon heavy subdivision workflow, it really helps to have frequent and even loops and avoid dense bevels. Here's a twitter page to look at for inspiration if that's how you want to approach…
I would also check out this article to get a better idea of the state of the industry and trends https://discover.therookies.co/2025/02/08/working-as-a-senior-concept-artist-in-game-development/