RepClash 3D Design.
Player avatars and environments for a mobile exercise game.

The player models.
I built and rigged the final male and female player models in Blender. They share a setup so the team can adjust physiques and reuse animations across characters.


- CLIENT
- REPCLASH
- PROJECT
- Mobile video game
- ROLE
- 3D Artist
- TOOLS
- Blender · Substance Painter
Building the player avatars.
RepClash is a mobile game based out of Toronto. Players compete live in pushups, situps, and squats, with AI body tracking to count the reps.
I joined early to design, model, rig, and animate the player avatars. Later, I also worked on some of the 3D environments.
The game runs without a game engine, so the models had to stay light. They also needed to support different physiques, clothes, accessories, and looping animations.
Adjusting individual muscles.
I used Blender shape keys to adjust individual muscle groups. The team carried these into the game as morph shapes, so players could change their avatar's proportions while keeping the same character and rig.
Five body types per avatar.
I developed five body types for each player avatar, with more in development. The male and female rosters below show the different proportions I built around the same setup.


Swapping characters and outfits.
The team can swap player models, body types, and clothing while reusing the animations. These are a few of the animation samples.
Designing the boxing ring.
I also designed 3D environments for the game. This boxing ring was for one of RepClash's game modes.

