← 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 Artist
TOOLS
Blender · Substance Painter
OVERVIEW

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.

01 / Development

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.

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
04 / Environment

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.

BOXING RING / ENVIRONMENT DESIGN