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Game Characters

Stylised and photoreal character modelling for real-time and cinematic games.

Character modelling for real-time and cinematic game pipelines, from hero sculpts and creature designs to assets prepared for engine delivery. The work covers both stylised and photoreal directions depending on the brief.

Selected projects

A few named projects that show this service most clearly.

Hipster stylized character by Anna Schmelzer

Hipster

ZBrush stylized character with exaggerated proportions and strong personality-driven shape language — presented in front and side views with and without glasses.

Open Hipster
ZBrush Fencer real-time game character by Anna Schmelzer

ZBrush Fencer

Real-time fencer character built in ZBrush for WebGL browser rendering — full textured production mesh covering cloth, armour, helmet, and epee, with individual texture breakdowns per material zone.

Open Fencer
Jumping Cow stylized character study by Anna Schmelzer

Jumping Cow

A memorable stylized anatomy study with clear silhouette and exaggerated character design decisions.

Open Jumping Cow

Best fit

Real-time characters, cinematic game heroes, stylised or photoreal game creatures, and any brief where sculpt quality and shape language need to carry at full render and at in-engine detail levels.

Stylised and photoreal

The work covers both ends of the game character spectrum — from stylised characters with strong silhouette and exaggerated form to photoreal sculpts built for close-camera or cutscene use.

Where the proof is

The strongest game and stylised character proof lives in the archive: ZBrush Fencer, Hipster, Chandelier Girl, Chupacabra, Jumping Cow, and the full Toyfight website character suite. The homepage leans more toward film and collectible work.

Front view of the ZBrush Fencer WebGL game character by Anna Schmelzer
Next step

Best next step

If this looks like the right fit, a short brief with use case, style direction, and deadline is enough to start.