CHARACTER CASE STUDY / 01

RAWBOT

RAWBOT

BUILT FROM SCRATCH.

BUILT FROM SCRATCH.

BROUGHT TO LIFE IN UNITY.

BROUGHT TO LIFE IN UNITY.

A stylized humanoid game character developed through the complete production pipeline—from base sculpt and optimized topology to textures, rigging, LODs and Unity integration testing.

A stylized humanoid game character developed through the complete production pipeline—from base sculpt and optimized topology to textures, rigging, LODs and Unity integration testing.

3 LOD LEVELS

2 CHARACTER SKINS

15K TRIANGLES — HERO MESH

HUMANOID RIG

UNITY TESTED

ONE CHARACTER. TWO SIDES.

Rawbot combines a relaxed streetwear silhouette with mechanical limbs, a protective mask and a functional hard-surface backpack. The design balances a recognizable human shape with engineered details suitable for a stylized game world.

Rawbot combines a relaxed streetwear silhouette with mechanical limbs, a protective mask and a functional hard-surface backpack. The design balances a recognizable human shape with engineered details suitable for a stylized game world.

MECHANICAL FOREARMS / MASK AND VISOR / HARD-SURFACE BACKPACK / ASYMMETRIC LEG DESIGN / LAYERED STREETWEAR

IDENTITY BEHIND THE MASK.

The hood, visor and mechanical mask establish Rawbot’s identity at gameplay distance, while contrasting fabric and hard-surface materials provide visual separation at close range.

FABRIC / HARD SURFACE / VISOR

ONE SILHOUETTE. TWO LOOKS.

Two colour treatments explore how the same character identity can adapt to different worlds, factions or gameplay roles without changing the underlying asset.

Two colour treatments explore how the same character identity can adapt to different worlds, factions or gameplay roles without changing the underlying asset.

SIGNAL YELLOW MINT VARIANT

THE FORM BEFORE THE FINISH.

The character began as a complete base sculpt, establishing the silhouette, layered clothing, mechanical forms and backpack before the production mesh was created.

The character began as a complete base sculpt, establishing the silhouette, layered clothing, mechanical forms and backpack before the production mesh was created.

FRONT 3/4 / REAR 3/4 / BASE SCULPT

FORM, REBUILT FOR MOTION.

The production mesh preserves Rawbot’s silhouette while supporting deformation around the shoulders, elbows, hips, knees and layered clothing.

The production mesh preserves Rawbot’s silhouette while supporting deformation around the shoulders, elbows, hips, knees and layered clothing.

LOD 0 / APPROX. 15K TRIANGLES

SURFACE, MAPPED WITH PURPOSE.

The UV and texture set organizes Rawbot’s clothing, mechanical components and accessories into a compact real-time material workflow.

UV LAYOUT / BASE COLOR / NORMAL MAP

THREE LEVELS. ONE READABLE SILHOUETTE.

LOD 0 / 15K TRIS

LOD 1 / 12K TRIS

LOW LOD / 8K TRIS

Progressive mesh reduction preserves the major clothing shapes, mechanical silhouette and colour read while lowering geometry cost for increased viewing distance.

Progressive mesh reduction preserves the major clothing shapes, mechanical silhouette and colour read while lowering geometry cost for increased viewing distance.

RIGGED TO RESPOND.

A straightforward humanoid rig was created for animation and engine compatibility. Movement poses were used to inspect the shoulders, elbows, hips, knees and overall silhouette under deformation.

A straightforward humanoid rig was created for animation and engine compatibility. Movement poses were used to inspect the shoulders, elbows, hips, knees and overall silhouette under deformation.

HUMANOID SKELETON / CROUCH TEST / RUN TEST

REAL-TIME VALIDATION

HE ISN’T JUST RIGGED. HE IS PLAYABLE.

UNITY THIRD-PERSON CONTROLLER TEST

Rawbot’s humanoid avatar was imported into Unity and tested using the Unity Starter Assets third-person controller. The test confirms basic locomotion, camera response, jumping and humanoid animation retargeting.

Rawbot’s humanoid avatar was imported into Unity and tested using the Unity Starter Assets third-person controller. The test confirms basic locomotion, camera response, jumping and humanoid animation retargeting.

IMPORT / HUMANOID AVATAR / LOCOMOTION / THIRD-PERSON CAMERA

RAWBOT

RAWBOT

NEED A CHARACTER BUILT FOR YOUR GAME?

NEED A CHARACTER BUILT FOR YOUR GAME?

Tell us about your character, visual direction and Unity production requirements.

Tell us about your character, visual direction and Unity production requirements.

CHARACTERS, ENGINEERED.

STYLIZED GAME CHARACTERS FOR UNITY

WORK · STUDIO · PROCESS · CONTACT

LINKEDIN · ARTSTATION · YOUTUBE

hello@oagx.studio

© 2026 OAGX Studio

CHARACTERS, ENGINEERED.

STYLIZED GAME CHARACTERS FOR UNITY

WORK · STUDIO · PROCESS · CONTACT

LINKEDIN · ARTSTATION · YOUTUBE

hello@oagx.studio

© 2026 OAGX Studio