← ALL WORKEXPERIENTIAL DESIGN · VISUAL DEVELOPMENT / PROJECT

RepClash 3D Design.

Character systems built to flex.

RepClash game key visual featuring a player model and mobile game screens
REPCLASH / KEY VISUAL
FINAL / WORK

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
OVERVIEW

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.

01 / Development

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.

DYNAMIC MUSCLE SCALING / BLENDER SHAPE KEYS
02 / Development

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.

03 / Motion

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.

PLAYER ANIMATION SAMPLES