

Enginefall is a player-driven crafting shooter set on colossal, post-apocalyptic megatrains. Start in the tail alone or with friends as you scavenge, craft, and build your way to First Class. Seize better gear car by car, and escape with high-value loot to upgrade your personal home on the rails.
For Enginefall, we skinned and simulated a series of modular outfits built to mix freely on the same character base. Each piece had to work independently and in combination: Layered garments, rigid elements, soft cloth, and mixed materials all sharing the same character base. The focus was clean deformation, controlled secondary motion, and stable behavior in motion. Skinning was pushed to keep silhouettes intact under extreme poses. Cloth setups were balanced to avoid jitter, collapse, or over-simulation. Secondary motion was controlled and not left to chance. The outcome is a wardrobe that can be swapped, stacked, and animated without visual breakdowns.
We had a really great experience working with Monster Puppet. They stepped in and helped us with skinning and physics setup on our characters.
They integrated everything smoothly into our project, keeping us updated regularly. Proactive, very easy to talk to and genuinely great to work with. Going above and beyond on deliverables while also sharing knowledge and suggestions.
Easy recommendation from us.

Kjetil Hjeldnes, Technical Art Director
Red Rover Interactive