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Projects · 2024 — present
Academic project — DAM degree (Bizkaia)

The Rex Run

3D platformer where the T-Rex Rexy escapes extinction across five obstacle zones. Born as the final project of the DAM degree and grew beyond submission: the team chose to bring it to publication. In the curricular phase I animated all four characters and modeled the crocodile; in the extracurricular phase I took on team coordination to push the project to platform.

The Rex Run

A game that grew beyond the classroom

Rex Run was born as the final assignment for the Videogame Programming course of the Multi-Platform Application Development degree. We built it as a team of five during 2024: Alexandre Checa Ruis, Iván Torres, Victor Hugo Lopez Tabares, Eder Sánchez Parada, and me. The premise is direct — a T-Rex named Rexy flees extinction across five obstacle zones: stones over water, temple ruins, pillars over lava, a stone chasing the player, and a final maze.

What was meant to be an academic delivery turned out solid enough that the team decided to keep going. After submission, the group continued iterating with the goal of publishing the game on platforms. That phase is still active: the destination platform and release date are TBD.

Two roles in two phases

Curricular phase: animation and modeling. During the academic build I handled the animations of the four characters — Rexy, the crocodile, the carnivorous plant, and the pterodactyl. Each one has its own armature in Blender 4.0: full rigging with bones defined by functional part, weight painting to bind the mesh to the skeleton, and keyframe sequences crafted by hand in the dope sheet. The most complex was Rexy’s, with 25 bones (body, head, upper and lower jaw, tongue, four tail segments, two crest segments, neck, nape, shoulders, arms, forearms, legs, paws, and feet). The crocodile carries 11 bones with focus on facial expression: head, jaw, two tail segments, upper/lower brows, and upper/lower lips. I also modeled the crocodile from scratch, from initial sculpt to UV mapping and texturing.

Extracurricular phase: project management. When the academic delivery closed, the team chose to take the game to publication. For that phase I took on coordination: defining the post-delivery backlog, distributing tasks across the five members, version control of the project on SVN, and managing milestones toward platform upload. That phase is the one still active today.

Team

Five people with crossed roles:

  • Alexandre Checa Ruis — Programmer and tester
  • Diego Doldán — 3D modeling, texturing, animation (curricular phase) and Project Manager (publication phase)
  • Iván Torres — 3D modeling, texturing, and HUD design
  • Victor Hugo Lopez Tabares — 3D modeling, texturing, HUD and menu design
  • Eder Sánchez Parada — 3D modeling, texturing, and tester

Tech stack

Game engine: Unity. Curricular stack of the DAM degree, picked for its ease of integration with external assets and its mature pipeline for 3D on PC.

Modeling and animation: Blender 4.0. All 3D content of the game — characters, scenarios, objects, logo, screens — was built in Blender. The per-character pipeline involves six steps verifiable in the process captures: initial sculpt, retopology, UV unwrapping, texture painting, rigging with armature and weight paint, and finally keyframe animation in the dope sheet. Assets were exported to Unity in FBX format preserving armatures, materials, and animation sequences.

Textures: texture painting done inside Blender with the Texture Paint tool, on top of the unwrapped UVs of each model. This decision — painting inside Blender instead of exporting to Substance or Photoshop — was intentional to keep the pipeline closed and simplify team iterations.

Version control: SVN. The shared repository was structured with a SVN REX root containing the folders Assets/Modelos/, Assets/Materiales/, Assets/Texturas/, etc. This organization ensured that the five members could work in parallel without stepping on files.

Game specifications:

  • Platform: PC
  • Genre: 3D platformer-adventure
  • Audience: 12 and up
  • Controls: WASD for player movement, Space to jump, mouse for camera, Ctrl to use objects
  • Five zones with distinct mechanics: jumps over floating stones, dodging through ruins, obstacles over lava, chase by a rolling stone, navigation of a final maze
  • Three enemy types: carnivorous plant (static, contact damage, 50 points), crocodile (river zones, contact damage, 50 points), pterodactyl (decorative, no interaction)

Animation metrics verifiable in the captures:

CharacterArmature bonesKeyframes (range)
Rexy (T-Rex)25Up to frame 600+
Crocodile11Up to frame 240
Carnivorous plant8Up to frame 350
Pterodactyl12Frame 60 (cyclic loop)

Current status

The game has a playable build and final screens for start and game over. The repository is private while the launch is being prepared. The destination platform — Steam, itch.io, or other — is under team evaluation. When it ships, this page will be updated with the corresponding links.

«The Rex» logo in voxel/pixel-art 3D, modeled and textured in Blender
«The Rex» logo in voxel/pixel-art 3D, modeled and textured in Blender
Rexy, the T-Rex protagonist. Modeled by Victor
Rexy, the T-Rex protagonist. Modeled by Victor
Crocodile. Modeled, textured and animated by Diego
Crocodile. Modeled, textured and animated by Diego
Carnivorous plant. Modeled by Victor
Carnivorous plant. Modeled by Victor
Pterodactyl. Modeled by Iván
Pterodactyl. Modeled by Iván
Rexy animation: 25-bone armature with manual keyframes in Blender
Rexy animation: 25-bone armature with manual keyframes in Blender
Crocodile animation: full facial rig with keyframes on head, jaw, brows, and tail
Crocodile animation: full facial rig with keyframes on head, jaw, brows, and tail
Carnivorous plant animation: internal armature for the attack motion
Carnivorous plant animation: internal armature for the attack motion
Pterodactyl animation: wing rig for cyclic flight
Pterodactyl animation: wing rig for cyclic flight
Zone 1: stones over water. Top-down view with patrolling crocodiles
Zone 1: stones over water. Top-down view with patrolling crocodiles
Zone 3: pillars over lava. Obstacle path with dramatic scale
Zone 3: pillars over lava. Obstacle path with dramatic scale
Zone 5: final maze
Zone 5: final maze
Game Over screen with glitch aesthetic
Game Over screen with glitch aesthetic