I didn’t think my team and I could scale a character roster 10x while saving massive time and budget—until this project proved it’s possible.
For the past 5 months, I and my team at Waveforce Studio worked with the Williaw Games team on their upcoming title, Another Pint. We’re proud to share a sneak peek.
Indie devs face a classic nightmare: populating a living world with hundreds of unique NPCs on an appropriate budget.
Our solution? We built a highly optimized modular character pipeline inside Unity. By focusing on one master system, we enabled tens—or even hundreds—of variations via:
. Dynamic Mesh Morphing: Using blendshapes for seamless body/face shifts (fat, skinny, old, young).
. Smart Shading & UV2 Detail Maps: Swapping skin textures between aged/youthful looks, while using UV2 to overlay high-res details like eyebrows and tattoos without texture degradation.
. Rigid Modular Fit: A rigging architecture where outfits, hair, and armor deform flawlessly across all body types, clipping-free.
Waveforce exists to solve these tough tech/art bottlenecks. We deliver production-ready, modular systems, not static models.
This project pushed our technical skills to a new level. Massive thanks to Gergana, Phillip, and the Williwaw team for supporting
More tech art and workflow breakdowns coming soon. Stay tuned!
Link steam: https://store.steampowered.com/app/3150160/Another_Pint/