Big Immersive
vFlects — 3D avatars · Generative systems

Case study

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vFlects

One rig, many costumes — the 3D avatar system that served both a free default and a scarce collectible line.

Client
Big Immersive — own IP
Year
2019
Discipline
3D avatars · Generative systems
Live
virtua.com
01The work

Context

An avatar that has to be two contradictory things at once. It is the free default handed to every new account, so it must be cheap to produce at volume and light enough to render anywhere in the world. It is also a scarce collectible with rarity tiers and a resale market, so each edition has to be distinct enough to be worth owning. Partner collections then had to appear as these avatars while staying recognisably themselves.

Constraints

Volume and scarcity pull in opposite directions. Producing each collectible as a bespoke character makes the economics impossible past the first few dozen; producing them as recolours makes them worthless. The animation and presentation also had to be identical across every edition, because a collectible that moves differently from the free avatar reads as a different product rather than a rarer one.

Architecture

One rig, many costumes. The robot is the constant — the same skeleton, the same animation set, the same 360-degree turntable presentation — and partner identity is worn rather than rebuilt. That is the whole system: a partner edition pairs the rig with the IP it is visually wearing, rather than converting flat artwork into a new 3D character. Holding the rig fixed is what turns each new edition into an art job instead of an engineering job.

02Artefactinteractive
Avtr_DNS_C_P — one of twenty-four models on the studio's own Sketchfab account, 27,072 faces with a single animation. Load it and drag to orbit: the rig described above is the thing turning, not a render of it. The still is captured from this same embed and served from this domain, so nothing reaches Sketchfab until you ask it to.
03Decisions2 recorded
  1. 01

    Treat the rig as the constant and identity as the variable.

    It is the only structure in which the free tier and the collectible tier can be the same object underneath. Every edition inherits the animation set for free, and the marginal cost of an edition drops to the artwork alone.

    What it cost

    Anything that cannot be expressed as a costume on that skeleton cannot be an edition, which rules out silhouette changes and non-humanoid partners.

  2. 02

    Ship the free avatar as a non-collectible instance of the same system.

    Every new account starts with the product rather than an advertisement for it. Familiarity with the object is what makes the scarce version legible as scarce.

    What it cost

    The free tier carries the same production and rendering cost as the paid one, at far greater volume.

04Scaleverifiable facts only
Units sold on the marketplace
42,000
publicly verifiable
First partner edition
73 pieces, sold out in under 5 minutes
publicly verifiable
Introduced
2019
publicly verifiable
Rigs behind the whole line
1
counted in source
Models published on the studio's account
24
publicly verifiable
Polygons in the model above
27,072 faces · 13,846 verts
publicly verifiable

The line was introduced in 2019 and went on to sell 42,000 units, absorb officially licensed partner editions on the same rig, and headline its own squad strategy game in Unreal Engine. It remains the studio's most reused piece of 3D IP.

05Capabilities demonstrated

Stack

Unity · Unreal Engine · 3D rigging · Animation systems · Generative art