NEW!

Looking to get high-performing key art? Book Key Art

Case Study

March 4, 2025

Knights in Tight Spaces

Cute robotic character with vibrant colours and detailed design for game art or animation projects.
High-quality game art and animation created by MLC Studio, showcasing dynamic characters and vibrant environments for indie and AA game developers worldwide.
3D black and white pixelated abstract logo with geometric shapes and sharp edges, representing modern digital design and creative branding.

In The Spotlight

A stylised, high-contrast black and white image resembling an eye with a circular pupil and abstract features.
Knights in Tight Spaces

developed by

Ground Shatter
Knights in Tight Spaces is a tactical deck-building game set in the same universe as Fights in Tight Spaces, the successful game by Ground Shatter. It is a standalone title that transports players to medieval times. The game builds on the much-loved gameplay in new and dynamic ways while maintaining the same stylish look and feel and thrilling animated fight sequences. Control your environment, gather your party, and build your best deck to overcome outlaws and supernatural forces, across a rich fantasy world. Watch as your tactical choices and deckbuilding prowess play out through stylish fight sequences.

The Goal & The Outcome

Ground Shatter approached MLC Studio to create a comprehensive cast of game-ready characters for their tactical deck builder Knights in Tight Spaces, the follow-up to their acclaimed Fights in Tight Spaces. The project required over 40 characters, each built on a shared rig and delivered in Unity packages for seamless integration. Ground Shatter came to MLC Studio because of our proven track record in building large-scale character pipelines and delivering Unity-ready assets without compromising on style.

What made this project especially exciting was Ground Shatter’s vision for a sketchbook-style aesthetic – a look unlike anything else in the genre. Our role was to help translate that bold art direction into a scalable production pipeline, ensuring every character carried the same distinctive style while being optimised for gameplay. For us, it was an opportunity not just to deliver assets, but to help define the unique visual identity that would become central to the game’s commercial success.

Services Included

3D Characters, Rigging
What Ground Shatter Thought
James Parker
James Parker
For Knights in Tight Spaces, we knew that the number of characters required would mean looking for an external partner, one who could not only deliver a high volume of assets but also understood and could work within the specific technical constraints of the game. MLC Studio were able to build a pipeline that fit seamlessly into our workflow, liaising closely with our art team at every stage and - crucially - delivering 100% production-ready assets on a regular cadence which integrated flawlessly into our engine.
Commercial Impact
Distinctive Look
Scalable Production

Risk Elimination

With more than 40 characters to deliver, the challenge was keeping the art style cohesive while ensuring everything ran smoothly in Unity. On top of that, the team needed a unified rigging system that could adapt to multiple body types and still perform flawlessly in-game. By partnering with MLC Studio, these risks were eliminated: we created a process that gave Ground Shatter confidence their distinctive style would shine through, while assets remained technically robust and game-ready.

Cube-shaped logo with white and grey geometric design on black background. Vibrant game art created by MLC Studio showcasing colourful characters and dynamic scenes for indie and AA game projects. P+ icon on a dark background, representing positive or increased value in a digital or creative context. 3D Letter design Dynamic game art, vibrant trailers, and engaging animations created by MLC Studio for indie and AA game developers worldwide.

Process

How We Delivered

3D Modelling and Texturing

The key challenge for the 3D team was balancing Ground Shatter’s technical requirements with their distinctive sketchbook-inspired art style, while keeping meshes optimised for rigging and gameplay. Each character followed a standard pipeline of high-poly, low-poly, UVs, and texturing, with strict controls to reduce clipping and maintain visual clarity.

Geometry and clipping

Each character was built from two main meshes – one for the body and one for large cloth sections – which were then simulated in Unity. We avoided multiple overlapping layers of geometry to prevent clipping during animation, ensured meshes did not have unnecessary thickness (especially for armour pieces), and deleted non-visible faces to optimise performance. Spacing was carefully managed to guarantee strong deformation and avoid camera clipping.

Weapons

Weapons required a separate material and texture set, and were exported as standalone files with customised pivot points to ensure correct alignment and functionality in-game.

UV Shell Alignment

UV shells were aligned top-to-bottom to allow procedural materials during texturing. Most models remained symmetrical, with asymmetry introduced during texturing. This required unique, non-mirrored shells to preserve texel density and maximise resolution on 2K maps.

Character Poses

Characters were first sculpted in A-pose to streamline reviews and keep concept art alignment. Once approved, they were shifted into T-pose using mannequin rigs, with custom mannequins created for larger characters to maintain skeleton consistency.

Level of Detail (LOD) for Shadow Casting:

A final step introduced shadow-caster LOD meshes, created by decimating the original geometry in ZBrush and manually reducing certain areas. These meshes were skinned and tested to ensure strong deformation while optimising performance.

Rigging

The rigging phase required extensive R&D between Maya and Unity to ensure all characters could share a single skeleton despite varying body proportions. Documentation and support assets were created for the modelling team, reducing errors and making the workflow scalable across 40+ characters.

Height Adjustments

The team used Ground Shatter’s height charts to adjust proportions before rigging began, reducing downstream rework and ensuring accuracy.

Unity Implementation

Rigs were built for use with Unity’s Humanoid system. The standard rig provided by Ground Shatter was strictly followed, with naming conventions and hierarchies preserved to guarantee compatibility.

Twist Bones Challenge

Because Unity Humanoid does not support twist bones, smooth limb rotations were instead achieved through per-character skinning solutions.

Bone Display Layers

Display layers were applied to make skeleton parts easily identifiable during review and QA.

Skirts and Additional Bones

For skirted characters, a standardised bone structure was added on top of the main skeleton, preventing clipping while keeping bone counts low for performance.

Weapon Pivot Position

Pivot positions were checked and corrected before Unity export. Each prop was zeroed out and reset to world origin, with axes oriented consistently (Z+ along the shaft, Y+ across the primary blade edge).

Skeleton Repositioning

The skeleton was manually repositioned for each character, ensuring articulation points produced the best deformation for the given design and proportions.

Skinning Process

Skinning passed through three QA stages, including stress tests in Maya and Unity. These ensured zero clipping and deformation issues across both internal and in-game animations.

Final Integration and QA

After rigging, final passes were run to guarantee Unity-ready delivery. Shadow-caster LOD meshes were generated in ZBrush, transferred with skinning intact, and retested with animations.

Unity implementation was handled directly by the Rigging Lead, who finalised skeleton definitions in line with Ground Shatter’s documentation. Each of the 40+ characters was exported as a Unity package – fully configured, visually consistent, and ready to drop into production without risk.

Final Work

Why we loved this project

The game looks just like a sketchbook, all rendered in 3D. It’s been a super interesting style to explore with the amazing team at Ground Shatter. We had so much fun being part of the game’s staple visuals!

The Team

Trevyn S – Senior Producer

Jan R – Senior Production Supervisor

Andres P – Lead 3D Character Artist

Sam N – Senior 3D Character Artist

Elise G – 3D Character Artist

Natalia F – 3D Character Artist

Sam D – Texturing Artist

Ludmila S – Texturing Artist

Jan S – Lead Rigging Artist

Imuri J – Senior Rigging Artist

We’ve helped to build and ship 30+ successful games

Now it’s your chance to get on those game charts.

More Case Studies

Morbid Metal
by SCREEN JUICE
Skateboarding kids hanging out in park with roller skates and boombox, colorful cartoon characters relaxing and enjoying sunny day, vibrant playground scene with floating blocks and water fountain, animated game art style.
Subway Surfers Blast
by Outplay Entertainment
Moonlit dinner scene with silhouetted people gathered around a rustic outdoor table under dark sky, lively atmosphere, warm candlelight illuminating faces, at night, surrounding trees, festive decorations in background, realistic style.
Labyrinthine
by Valko Game Studios

Tell us what your game needs!

We’ve got your back.

We reply to messages within 12 hours on working days (and usually under 2 hours!)