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A downloadable 3D Asset

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MANDIBLADE is a grotesque mutant ant creature designed in a classic PSX retro horror style.
With exaggerated anatomy, harsh lighting, and raw textures, this monster feels like it escaped from an unfinished survival horror disc.

Perfect as an enemy creature for retro horror games, experimental projects, or PS1-inspired worlds.

Deep beneath abandoned research tunnels, something went wrong.

Originally created as a biological weapon for underground excavation, the ants were exposed to unstable chemicals and radiation. Most died.
One survived.

MANDIBLADE evolved—its exoskeleton hardened, its instincts corrupted.
Now it hunts blindly in the dark, reacting to vibration and sound, attacking anything that enters its territory.

There is no hive anymore.
Only hunger.

ANIMATIONS INCLUDED (6+)

This asset comes fully animated and game-ready, including:

  • Idle – subtle, unsettling insect movement

  • Walk – slow crawling patrol

  • Run – aggressive chase behavior

  • Bite Attack – fast, brutal close-range attack

  • Jump Attack – sudden leap toward the target

  • Hit Reaction – reactive flinch when damaged

  • Death – collapsing, lifeless insect fall

FEATURES

  • Authentic PSX / PS1 retro horror aesthetic

  • Mutant insect enemy design

  • Optimized low-poly mesh

  • Ideal for survival horror, retro FPS, or experimental games

  • Clean animation loops

  • Ready to drop into game engines

Purchase

Buy Now
On Sale!
54% Off
$5.00 $2.30 USD or more

In order to download this 3D Asset you must purchase it at or above the minimum price of $2.30 USD. You will get access to the following files:

MANDIBLADE - Retro psx monster.rar 1.9 MB

Comments

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Do you use AI for any of your assets?

(2 edits)

No, I create my own models, do the animations (some use Mixamo, but I'm switching to a rig I made myself), and I get textures from the internet (faces, clothes, armor,etc.) and sculpt them with the auto-correction brush to adjust them in Photopea to match the UVs I create. From there, sometimes I sculpt the face or combine parts, blend them with the auto-correction brush, and sculpt them. I also use the Multiply, Highlight, and Superset effects within Photopea. But that's basically it.

(1 edit)

Cool, thanks for the quick and in-depth answer

I hope this doesn't come across as condescending, but I noticed that your descriptions for most assets sound a lot like they were written by AI (the writing style and the dash "—" gave it away). My piece of feedback is, just remove the "lore description" part completely for your assets. Trust me, game devs don't care about what lore you came up with (especially if it sounds like AI), because we make our own lore anyway. 

For some devs reading an AI description can already be red flag and making them think it has been used for more than just the description. Just a piece of feedback from my side, because your assets look great dude

(1 edit)

You're right in that area, but it's because, for example, I know English, but not enough for everything I want to write. So what I do is write it all in my native language and ask it to translate it, and then I delete the extra parts. But yes, I'll probably use a regular translator so it doesn't sound like that, because it still sounds like AI, since it changes everything I wrote. Okay, no lore , and thank you very much for your words.