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Case Study
In The Spotlight
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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
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.
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.
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
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