Humanoid characters are the single hardest production bottleneck for solo and small-team indie developers. Modeling an organic body is difficult enough — rigging it, animating it, and getting it into a game engine with shaders intact is where most projects stall or settle for stiff, lifeless results. For indie devs building 3D games in Unity, the question isn’t whether character animation matters — it’s whether a small team can pull it off without burning months on pipeline problems.
Thomas Brush, creator of the first-person horror shooter Twisted Tower, found his answer in Character Creator and iClone. After shipping two commercial 2D titles — Pinstripe and Neversong — Brush and his team made the leap to 3D development in Unity and needed a character animation pipeline that could support their ambitions without requiring a sprawling art department.
What he landed on was a workflow that takes characters from creation through full-scene animation and directly into Unity as real-time, interactive sequences — no pre-rendered cutscenes required.
Meet the Artist and the Project
Thomas Brush is the art director and project lead at Atmos Games, based near Atlanta, Georgia. He has spent over a decade making commercial indie games, starting with 2D titles Pinstripe and Neversong — both built in Unity and released across multiple platforms. His current project, Twisted Tower, is his first 3D game: a first-person horror shooter set in an abandoned 1950s resort filled with corrupted fairy-tale mascots, published by 3D Realms.

The jump from 2D to 3D introduced an entirely new layer of production complexity. Brush describes himself as someone whose core gifting is atmosphere and storytelling — the visual and emotional texture of a world. On Twisted Tower, he works closely with 3D artist Bryn, who handles character sculpting, while Brush directs the art and stays hands-on with animation. But 3D character animation — humanoid characters with faces, bodies, and clothing that need to move convincingly — demanded specialized tools regardless of how the work was divided.


The Character Creator to iClone to Unity Pipeline: Why Indie Devs Should Care
For indie developers building 3D games with humanoid characters, the central challenge is connecting character creation, animation, and engine integration without losing fidelity — or weeks — at each handoff. Here is the pipeline Brush used for Twisted Tower.
Stage 1 — Character Creator for Character Building
Start with a base model in Character Creator, then customize facial structure, gender, hair, skin color, and clothing to match the game’s art direction. Characters come out fully rigged automatically — no manual rigging required.
Stage 2 — iClone 8 for Animation and Scene Assembly
Bring the rigged character — including body, hand, and facial rigs — into iClone 8 to animate sequences. The team animated characters, cameras, and lights, and assembled full scenes with environment assets for apartments and exteriors.
Stage 3 — Unity via Auto Setup and Data Link
Export animated scenes from iClone 8 into Unity using Unity Auto Setup and Data Link. The entire scene — meshes, animations, cameras, lights — arrives in Unity as a real-time, interactive sequence rather than a pre-rendered cutscene.
Brush’s core insight: this pipeline doesn’t just save time on individual tasks — it eliminates the gap between cinematic content creation and real-time gameplay. “We don’t have to have a pre-rendered cutscene,” he explains. “We can actually have a full sequence that we can interact with inside of Unity.”
Character Creator: Solving the Hardest Problem in Indie 3D Development
Why Humanoid Characters Break Small-Team Pipelines
For indie developers, humanoid characters represent a unique production trap. Unlike hard-surface props or environments, organic characters require correct anatomy, deformable skin, a functional skeleton, weighted vertices, and — if the face needs to express anything — a facial rig with blendshapes. Each of these is a specialized discipline. In a large studio, different artists handle each stage. On a small team, one or two people have to handle all of them.

Brush frames the problem simply: “Humanoid organic models, they’re tough.” Character Creator addresses this by providing a base human model that can be extensively customized — facial structure, body proportions, hair, skin, clothing — while handling the rigging automatically behind the scenes.
Customization Without Starting from Zero
The key value Brush highlights is the ability to start from a production-ready base rather than a blank viewport. “If you want to take a base model that you can get from Character Creator, tweak the facial structure, change the gender, or the hair or the skin color and the clothing, you can do that and bring it directly into your game.” For a small team whose core strengths lie in art direction and storytelling rather than technical character rigging, this means creative energy goes toward the decisions that define a game’s identity — how characters look and feel — rather than the infrastructure that makes them functional.

Automatic Rigging: The Silent Time Saver
Brush emphasizes that Character Creator characters arrive “fully automatically rigged.” This includes body, hand, and facial rigs — the full skeleton a character needs for both gameplay animation and cinematic performance. For small teams without a dedicated rigger, automatic rigging removes what is often the single most technically demanding step in the character pipeline.
iClone 8: Where Characters Come to Life
Full-Scene Animation, Not Just Character Motion
What sets iClone 8 apart in Brush’s workflow is that it functions as a full scene-assembly and animation environment — not just a character animation tool. For Twisted Tower, the team didn’t limit themselves to animating individual character actions. They built entire cinematic sequences : characters performing, cameras tracking, lights shifting, and environment assets placed for apartments and exterior scenes.

“I animated my characters, I animated the cameras and the lights, and brought in various assets for the apartment or the exteriors,” Brush says. This is a fundamentally different approach from assembling animation clips in a game engine’s timeline editor. By building the full cinematic vision in iClone 8 first, Brush could direct performances and camera work with creative intent before dealing with engine constraints.

From Rendered Cutscenes to Real-Time Sequences
The traditional indie approach to in-game cinematics is to pre-render them — export a video file and play it back during gameplay. It works, but it creates a visual disconnect between cutscenes and real-time gameplay, and the files are large and inflexible.

Brush’s workflow flips this. Instead of rendering and exporting video, he takes the full iClone 8 scene — characters, animations, cameras, lights — and imports it into Unity as a real-time scene. “Not only can we export and render out these sequences, we can also take these scenes and actually just save them and import them into Unity,” he explains. The result is cinematic content that lives inside the game engine, rendered in real time, and — crucially — content the player can interact with.
Unity Auto Setup and Data Link: The Bridge That Doesn’t Break
One-Click Scene Transfer
The practical value of Brush’s pipeline depends on the handoff between iClone 8 and Unity being reliable. This is where Unity Auto Setup and Data Link come in. Auto Setup handles shader assignment, characterization, and material configuration automatically when Character Creator and iClone assets arrive in Unity. Data Link goes a step further: it creates a live connection between iClone 8 and Unity, allowing entire scenes to be streamed across.

Brush describes the experience with visible enthusiasm: “I could take an entire scene like this and simply just link it up to Unity. I mean, that’s pretty cool.” For a developer managing art, code, gameplay, and cinematics simultaneously, reducing the export-import cycle to a single link eliminates one of the most friction-heavy steps in 3D production.

Real-Time Meshes and Animations Directly in Unity
The end result is that characters, their animations, camera paths, and lighting setups arrive in Unity as native, real-time assets — not baked video files. This means the developer retains full control: animations can be triggered by gameplay events, cameras can respond to player input, and characters can transition between cinematic performance and interactive gameplay without a jarring cut to pre-rendered footage.

What This Pipeline Means for Solo and Small-Team Game Development
The indie game market on Steam is enormous and growing — and the bar for visual quality in 3D games rises every year. Players comparing indie 3D titles against AAA productions may forgive simpler environments, but stiff, poorly animated characters break immersion instantly. Character animation quality is increasingly a gating factor for whether a 3D indie game gets wishlisted or passed over.
What Brush’s pipeline demonstrates is that a small team can produce character-driven cinematic content that would traditionally require a character artist, a rigger, an animator, and a technical artist to get into the engine. Character Creator collapses character creation and rigging into one tool. iClone 8 handles animation and scene direction. Auto Setup and Data Link handle the engine handoff. The creative bottleneck shifts from “can we get a rigged, animated character into Unity?” to “what story do we want to tell with this character?” — which is exactly where an indie developer’s energy should go.
“It’s been a godsend for Twisted Tower,” Brush says.

Look Ahead
Thomas Brush has been developing Twisted Tower for over three years, and the game’s demo launched on Steam in early 2025 to strong community interest. The game is published by 3D Realms and targets a full release on Steam and consoles. Brush and his team continue to use the Character Creator and iClone pipeline as the foundation for their character and cinematic production — a workflow they adopted specifically because of the 2D-to-3D transition and one they now consider essential to the project.
Key Takeaways for Indie Game Developers
- Don’t rig humanoid characters manually if you don’t have to. Character Creator’s automatic rigging — body, hands, and face — removes the most technically demanding step for small teams without a dedicated rigger.
- Customize characters at the art-direction level, not the infrastructure level. Start from a production-ready base and spend your time on the creative decisions — face shape, clothing, skin — that define your game’s identity.
- Animate full scenes, not just individual clips. iClone 8 lets you direct characters, cameras, and lights together as a cinematic sequence, which produces more cohesive results than assembling clips in an engine timeline.
- Eliminate pre-rendered cutscenes. Importing iClone scenes into Unity as real-time assets preserves visual consistency between cinematics and gameplay — and gives you interactive control.
- Use Auto Setup and Data Link to protect your iteration speed. The handoff between animation tool and game engine is where indie pipelines often break down. A one-click transfer keeps the pipeline alive during revisions.
- Invest your energy in your strongest creative skill. Brush’s core insight applies beyond tools: find what you’re most gifted at — storytelling, music, code — and let purpose-built tools handle the rest.
Thomas Brush
Thomas Brush is the art director and founder of Atmos Games, based near Atlanta, Georgia. Over more than a decade of commercial game development, he has shipped three titles — Pinstripe, Neversong, and the upcoming Twisted Tower — progressing from 2D development to leading a small team on an ambitious 3D first-person shooter published by 3D Realms. On Twisted Tower, he works alongside 3D artist Bryn, who handles character sculpting, while Brush directs the art and stays hands-on with the animation pipeline.
Brush is also known for his game development education content, running the Full Time Game Dev course and a YouTube channel with over 345,000 subscribers. His creative philosophy centers on atmosphere and storytelling: “My gifting is creating atmospheres and stories and worlds.”

FAQs
Why use Character Creator for humanoid characters instead of modeling them from scratch?
Humanoid characters are uniquely demanding because they require correct anatomy, deformable skin, a functional skeleton with weighted vertices, and — if the face needs to express anything — a facial rig with blendshapes. Each of these is a specialized discipline that large studios distribute across multiple artists. As Thomas Brush puts it: “Humanoid organic models, they’re tough.” Character Creator solves this by providing a production-ready base model with extensive customization — facial structure, body proportions, hair, skin, clothing — while handling rigging automatically behind the scenes. For small teams, this means creative energy goes toward art direction decisions rather than technical infrastructure that has nothing to do with the game’s identity.
Why are Character Creator and iClone a good fit for indie game developers specifically?
The core problem for indie teams isn’t a lack of talent — it’s that the traditional character pipeline spreads across too many specialized tools and disciplines for a small team to manage efficiently. Character Creator collapses character creation and rigging into one tool, eliminating the need for a dedicated rigger. iClone goes beyond clip-based animation — it functions as a full scene-assembly environment where characters, cameras, lights, and props can be directed together as cinematic sequences. Together, they shift the bottleneck from “can we get a rigged, animated character into the engine?” to “what story do we want to tell?” — which is where a small team’s energy should go. The suite is also available through Reallusion 3D Suite 365 at $50/month, keeping the cost manageable for indie budgets.
How do I bring Character Creator and iClone content into Unity?
Reallusion provides Unity Auto Setup, a free plugin that automates shader assignment, characterization, and material configuration when Character Creator and iClone assets arrive in Unity. For a deeper integration, Data Link creates a live connection between iClone 8 and Unity — allowing entire scenes, including characters, animations, cameras, and lights, to be streamed across with a single click. The result is real-time meshes and animations directly in Unity, not pre-rendered video files, so cinematic content stays interactive and visually consistent with gameplay.
Does this workflow work with Unreal Engine or Godot, or only Unity?
Character Creator and iClone support pipelines for Unity, Unreal Engine, and Blender. Reallusion provides dedicated Auto Setup tools for each engine, including Unreal Auto Setup and Blender Auto Setup.
















































































































































































