PROJECT CASE STUDY
Creature
Design.
Development and creation of a monster for an exploration-based horror game.
The horrible creature known as the Clamorous Isopod.
OVERVIEW
Creating horrible creatures.
Project: Unreleased Horror Game
Role: Designer / Modeller / Rigger
Skills: Concept design, 3D modelling, Material development, Texturing, Rigging, Rendering
This project explores the design and development of a creature for an exploration-based horror game set within an abandoned mine.
The initial brief called for a “large scuttling creature” that would appear only occasionally throughout the experience. Rather than being a constant threat, the creature was intended to create moments of tension and uncertainty, reinforcing the atmosphere of the environment.
The design process began with a series of concept sketches, developed collaboratively with the client through multiple rounds of feedback. These early explorations focused on silhouette, movement, and how the creature might inhabit the space. From this, a final concept was selected and translated into a digital maquette for approval.
Once approved, the creature was developed into a game-ready asset. High-resolution detailing was sculpted and baked into an optimised model, allowing for strong visual fidelity while remaining suitable for real-time performance. Texturing was completed using a physically based rendering (PBR) workflow to ensure consistency under a range of lighting conditions.
The creature was modelled and rigged in Blender, textured in Substance Painter, and rendered within Unreal Engine.
Although the creature is not currently in use, the project demonstrates a complete character design pipeline, from initial concept through to a fully realised real-time asset. The process is equally applicable to both digital experiences and physical fabrication workflows.
Within the team, the creature became affectionately known as “Bert.”






