I am sitting in front of my computer, working on the 3D model of Jane, the main protagonist of my horror game. I am frustrated, tired, and on the edge of burnout. I’m already behind schedule, but Jane feels wrong. Nothing I do works. This is going to suck.
Jane’s design isn’t coming together, but this isn’t the first time.
Version 1 – 2021
I first conceived my survival horror game back in 2017, but it wasn’t until 2021 that I seriously attempted to create Jane. The problem was, I didn’t have the skills yet. This version was never finished—just a rough sketch of an idea.

Version 2 – 2022
Determined to improve, I joined a 3D character bootcamp at Vertex—my first formal training, since I’d always been self-taught. At the time, I wasn’t fully committed to my game. I was more focused on building a portfolio to land a job as a 3D character artist.
This version of Jane was a huge improvement in terms of skill, but I never even put her in the engine. The game was still just an idea sitting in the back of my mind.
Version 3 – July 2024
Looking back at the Jane model I made during the Vertex bootcamp, I wasn’t satisfied. The textures and optimization needed work, and I knew I could do better. After working on other characters, my 3D skills had improved, so I decided to try again.
This time, I wanted a more optimized approach. Instead of using hair cards—which can be heavy on performance—I opted for sculpted hair to keep Silent Corruption running smoothly across different devices.
This version of Jane had a certain charm, and I liked it… but she looked too young, and the style was too stylized. It didn’t fit the tone of the game. I was still figuring out the art direction, and while this was a step forward, it still wasn’t quite Jane.
Version 4 – November 2024
A few months later, I made another attempt, this time aiming for a version closer to the tone of Silent Corruption. But despite my intentions, this version never fully clicked because I rushed it.
I needed a working model in Unity as soon as possible, so I prioritized speed over quality. As a result, I wasn’t satisfied with her design.
Even though the model itself wasn’t great, the process wasn’t a waste. This version gave me a chance to experiment with rigging and animating—things I hadn’t done much before. It helped push the game forward and gave me crucial experience, even if the design still wasn’t quite right.
Version 5 – January 2025 (Current)
After spending time on the prototype, I decided to give Jane’s design one last shot. This needed to be the final version.
I kept a few elements from Version 4, like the trousers and boots, but the real challenge was the hair. This part alone took longer than expected, which pushed me behind schedule. Jane was supposed to be finished by now, but, well… that’s art. It never goes exactly how you want it.
I revisited my concept art from the Vertex bootcamp (Version 2) and decided to keep the short hair, but without the braid—it was a pain to animate, and I wanted something simple. I also brought back the cropped t-shirt from that version.
The Moment It Clicked
After what felt like endless attempts, I finally found the right references for both the hair and t-shirt. When I brought those elements into the 3D model, something clicked.
Jane wasn’t just a model anymore—she felt real. She had depth, personality, and purpose. The frustration disappeared. Every setback, every iteration, was worth it.
Where Jane Stands Now
Jane still isn’t fully finished—she still needs textures and animations—but for the first time, she truly feels like the character I had in my mind and heart from the very start. I’m finally happy with how she’s coming together.
This process was long, frustrating, and full of doubts, but every version brought me closer to Jane. And now, after years of trial and error, she’s finally her.