I established the character's visual direction using a dedicated concept sheet and design sketches before creating a high-fidelity rough sculpt in Blender. To ensure the model was production-ready, I completely retopologized the mesh by hand for optimized edge flow and clean deformation, followed by custom UV unwrapping and full PBR texturing within Substance Painter. On the technical side, I rigged the character bust and authored a suite of custom facial gesture animations in Blender. After importing the final asset into Unity, I configured the materials and hooked up the animation states to custom keybinds, delivering a fully interactive, optimized real-time character showcase.