Hi everyone,
I’m currently working on a character settings screen with an interactive 3D character scene (e.g. God of War(2018)–style character screen).
At this stage, my primary goal is the correct architectural approach for rendering and managing a 3D character scene inside a UI flow, with a strong focus on long-term scalability and performance.
I’d really appreciate insights from people who have implemented similar systems or explored different approaches.
In particular, I’m interested in:
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High-level architecture for a 3D character preview scene:
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how you separate gameplay characters from UI/preview representations
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how preview scenes are usually structured and owned
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Recommended ways to embed or present a real-time 3D scene inside a character screen, from an engine-architecture perspective
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Typical pitfalls or design decisions that are hard to change later once the system is in place
Thanks in advance to anyone willing to share their experience or lessons learned.