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 Artist
- TOOLS
- Blender · Substance Painter
Mobile Game 3D Design
Based out of Toronto, RepClash is a mobile game where players compete in live online exercises like pushups, situps, and squats. It utilizes an AI body tracking system to count repetitions. I was brought on during early development to design, model, rig, and animate its character avatars. Later, I worked on some of the 3D environments.
Their system needed to be light as it was running without a game engine, but also had to support different character physiques, clothing and accessories, and repeating animations.
Controlling individual muscles
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.
Designing the boxing ring.
I also worked on the game's 3D environments. This boxing ring was designed for one of RepClash's game modes.

