Ironhold: 3D Character Design for a Fantasy Adventure RPG | Nine Pixels Case Study
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3D Art & Modelling

Ironhold: 3D Character Design for a Fantasy Adventure RPG

3D Art · Blender · Substance Painter · 3 Hero Classes · Companion Pet System

🎨4-artist 3D team
🕑20 weeks
📱iOS & Android
🏮Fantasy Adventure RPG
Ironhold 3D Character Design
Hero classes + companion pet
3 + 1
Enemy archetypes delivered
8
Draw call reduction
−58%
Animation overhead reduction
−40%
Overview

An indie studio building a party-based fantasy adventure RPG for mobile needed a full 3D character pipeline covering three hero classes, a companion pet, and eight enemy archetypes. The characters ranged from a slim young adventurer and a steampunk-style inventor to a heavyset viking warrior and a small quadruped companion, all needing to share a cohesive cartoon style and hit tight mobile performance budgets. Nine Pixels delivered the complete roster in 20 weeks, fully rigged and integrated into Unity.

The Challenge

The three hero characters had wildly different body proportions: a lean teenage hero, a slight female engineer, and a broad-shouldered warrior nearly twice the width of the others. Their previous 3D vendor had treated each character as an isolated asset, resulting in inconsistent face proportions, clashing shading models, and no shared rig structure. The companion pet (a corgi) added a fourth body type with entirely different locomotion. On top of that, the studio's target device range included low-spec Android phones with a strict 15,000 triangle budget per character and a per-scene draw call cap the previous vendor had missed by over 50%.

Our Solution

Before modelling anything, Nine Pixels ran a two-day style definition session. We locked a shared face construction formula (eye-to-head ratio, nose placement, jaw shape) that would read consistently across all three hero proportions. We then built three base rigs: a standard biped for the hero and inventor (different scales, same bone hierarchy), a heavy biped for the warrior with wider shoulder and pelvis bones, and a quadruped rig for the companion. With shared bone naming conventions, the animation team could author movement cycles once per rig family and reuse them across characters. Every hero was modelled under 12,000 triangles base LOD with a 5,000 LOD1 for mid-range devices. The companion came in at 3,800 triangles. A shared texture atlas per character family kept draw calls low: all three heroes share one 1024x1024 atlas at runtime, dropping per-scene draw calls by 58% against the previous vendor's output. Enemy archetypes reused modified versions of the hero rigs wherever body structure allowed. We ran weekly handoff reviews directly with the client's Unity engineer to catch integration issues before they stacked up.

Tools & Pipeline
Blender 4.0ZBrushSubstance PainterMarmoset ToolbagUnity 2022LOD pipelineBiped & Quadruped RiggingTexture AtlasingGit LFS
Results
3 + 1
Hero classes and companion pet delivered
8
Enemy archetypes rigged and integrated
20wk
Concept to Unity-integrated
−58%
Draw call reduction vs. previous vendor
−40%
Animation overhead via shared rigs
0
Style consistency issues at final QA
We'd had two vendors fail to get our character styles to match. Nine Pixels spent two days on a style definition doc before touching Blender and it shows. All three heroes read as the same world. The draw call fix was a bonus we hadn't even asked for.
Art Director, Indie Adventure RPG Studio
Project Details
Client
Indie Adventure RPG Studio
Duration
20 weeks
Team
4-artist 3D team
Platform
iOS & Android
Art Style
3D Stylised Cartoon
Category
3D Art & Modelling
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