RepClash 3D Design.
Character systems built to flex.

Final Results.
I created and rigged the final male and female player models in Blender. Their shared setup became the foundation for adjustable physiques and interchangeable animation.


- CLIENT
- REPCLASH
- PROJECT
- Mobile video game
- ROLE
- 3D character design · Rigging · Shape keys · Environment design
- TOOLS
- Blender · Substance Painter
A roster designed for variation.
RepClash is a Toronto-based mobile game. I joined in early development to design, model, and rig its player characters in Blender. The system needed to support different physiques, clothing, and animation without rebuilding each avatar.
I also created the boxing ring environment, organized the 3D asset repository, and developed a workflow for swapping models and outfits while keeping character motion consistent.
Muscle scaling, built into the avatar.
I used Blender shape keys to let the team adjust individual muscle groups. Those changes translated into morph shapes in development, giving players control over avatar proportions while preserving the base character and rig.
Five body types per avatar.
Beyond adjustable muscles, I developed five body types for each player avatar, with more in development. The male and female rosters show the range of proportions within one consistent character system.


One system, many variations.
The animation setup let the team swap player models, body types, and clothing while keeping motion consistent. These samples show the character system in movement.

