Daniel the Robocat is a game character I worked on as part of my 2024 internship for Autism Games/WhizKid Games.
Using Blender, I worked on all aspects of the 3D character pipeline.
Using Unity, I worked on setting up the character to have functional animation triggers and setting up the face animations spritesheet to be usable as Unity animations.
Daniel was based on fellow intern Brittany Holmes' character designs (as seen below), with changes/iterations I made based on the client feedback. The original Daniel the Robocat character was made for WhizKid Games' older games. We worked on re-developing those assets.
Daniel the Robocat was made for games in mobile devices. Some notable techniques I used for making this possible include:
Texture atlassing every face that doesn't have unique textures on the same UV map, allowing a significantly smaller texture size and greater texel density than otherwise possible. The ear tips, cheeks, wheels and palms are manually textured and have much more resolution than normally possible on mobile devices.
Using UV pixel-perfect alignment techniques. This allows the areas with black lines to have zero aliasing/pixelation, allowing "infinite" resolution for these specific areas (chest, back, wrists, leg lines)
Overlapping UVs. Areas with repeating textures are overlapped to save on UV space and allow more detail. All the manually textured areas (see the red outlines below) are overlapped with their repeated sections at least once. Some areas are overlapped many times such as the wrists for both hands only taking the space of a single quad on the UV map.
Triangles instead of quads where it makes beneficial. E.g. the shoulders are non-deforming and icospheres, rather than quadded spheres. A quadded sphere with the same triangle count (as the target application is games) has less detail than an equivilant icosphere. There's also elbow triangles for better elbow deformation with less collapsing that normal fully quadded elbows suffer from.