We stepped into a classic Web3 nightmare: thousands of pre-baked GLBs, zero material control, insane hosting bills, and a pipeline where updating one texture meant re-exporting everything.
So we flipped the script. I teamed up with a brilliant engineer and together we built what became DOT v2 — a runtime system that generates every avatar on the fly inside Unity and Unreal.
One master mesh per body part. All shape extremes packed in. Only a few kilobytes of metadata needed to reconstruct any goblin instantly. Suddenly we weren’t storing 20,000+ GLBs — just a tiny set of base meshes. Updates became instant. Hosting costs collapsed.
The system didn’t just fix Gods & Goblins — it became the blueprint for every Futureverse avatar drop after it: Readyverse-compatible, infinitely scalable, and cost-efficient.
One of the cleanest, smartest team wins I’ve been part of — and a project I’m genuinely proud to have helped shape.