Ilya Kurkin

Omni Avatar

The open identity layer for multi-game worlds. One avatar. Infinite worlds.

Role
Founder & CEO
Status
MVP shipped
Funding
Polkadot Child Bounty
Runtime
~1 year (paused)

The problem

Digital identity is fragmented across isolated platforms. Every game has its own avatar system. There is no persistence across engines, no shared inventory or progress, no way for communities to take their digital assets anywhere. Web3 collectibles stagnate because they have no functionality outside the wallet they live in. There’s no compliant bridge between Web2 gaming and user-owned assets.

Players lose identity every time they switch games. Communities lose value the moment assets leave their closed ecosystem.

The model we flipped

Omni Avatar introduces a unified avatar identity layer that works across engines and across games. Identity lives in a neutral JSON profile owned by the user; games request the profile and rebuild the avatar natively in their engine. No blockchain calls inside games. No wallet inside the engine. Compliant for Web2 platforms, native for Web3 ones.

  • Modular avatar architecture (heads, torsos, arms, legs, costumes — mix & match)
  • Unified data format: JSON identity profile + avatar assembly
  • External identity companion app (safe for Web2 engines)
  • Chain-agnostic collectible integration
  • Cross-game achievements + reward layer (events never on-chain)

How it worked end-to-end

  1. User logs in to the Omni Avatar web app, connects a wallet, unlocks modular avatar parts based on supported collectibles (Pudgy Penguins, etc.).
  2. User customizes their avatar; configuration saved as a neutral JSON identity profile.
  3. Player joins a supported game — Roblox first, then UEFN, Unreal, Unity. Game requests JSON. Avatar is rebuilt natively inside the engine.
  4. Achievements earned in the game are sent as generic events, signed by Omni Avatar, forwarded to the user. The user can claim them privately.

Real-time MVP overview

The walkthrough below is the actual MVP, captured from the live Omni Avatar site — identity profile, modular avatar configuration, and the cross-engine bridge in motion.

AI-powered character pipeline

The AI-driven character production layer originally built inside Omni Avatar — live face → game-ready 3D head with rig-ready topology. It now lives as its own standalone micro-project so the technique can travel beyond the Omni Avatar context.

See the AI Face Generation micro-project

By the numbers

IP integrations live
5
External communities (incl. Pudgy Penguins) bound to modular avatar parts
Unique avatar combinations
15,000+
From the modular system, before texture variants
First integration target
Roblox
Live via Smashline; UEFN/Unreal/Unity on roadmap

The four key product features

Modular Avatar System

Game-ready asset pipeline producing heads, torsos, arms, legs, backpacks, helmets, costumes that mix and match across universes.

Collectibles indexing + chain-agnostic binding

Any supported digital collectible can be mapped to avatar parts and to in-frastructure achievements without locking to a single chain.

Compliant Web2 integration

No wallet-connect inside games. Games talk only to JSON identity profiles. Web2-compliant by construction.

Cross-Game Achievement & Reward Layer

Gameplay in any integrated game can unlock items in the broader Omni Avatar ecosystem.

Funding history

Initial seed funding came via a Polkadot Child Bounty, covering the first six months of development. After delivering on the milestones and demonstrating traction, we received a second six months of funding. Roughly one year of runway, end to end.

When we pursued expansion funding to launch a production-ready MVP, we submitted two proposals to the Polkadot OpenGov Treasury. The first was intended to gather community feedback and validate direction; it was declined, but produced actionable insights. The second incorporated that feedback, refined the proposal, and addressed objections directly — it was also declined as the ecosystem moved away from prioritizing Web3 gaming.

Both rejections were structurally informative. We rebranded after the second decline and placed Omni Avatar on hold rather than burn remaining runway against a market thesis the ecosystem was no longer voting for.

My role

Founder & CEO. Set product vision, secured the Polkadot Child Bounty funding round, and built the team. Drove the modular 3D avatar pipeline myself — the same pipeline thinking I bring to game-studio work. Led the partnership conversations with collectibles communities (Pudgy Penguins, etc.) and the technical integration with Roblox as the first supported engine. When the OpenGov path closed, made the call to rebrand and pause rather than chase momentum that wasn’t there.

Why it paused, honestly

We reached MVP, delivered on two milestones, and built genuine technical traction inside the Polkadot ecosystem. When we needed expansion capital to launch the production MVP, the broader market had already started turning away from Web3 gaming. Two OpenGov submissions confirmed it.

The technical work is sound. The pipeline I built for it is the same one I now use across other 3D production work. And the founder/operator experience — raising, delivering, building partnerships, taking rejections in stride, and choosing to pause cleanly rather than burn through goodwill — is what I bring into any team I join next.

Modular asset gallery

A selection of modular avatar assemblies produced through the Omni Avatar (early Polkadot Avatars) pipeline. Heads, torsos, arms, hands, legs and back-mounted accessories — each as its own mesh, swappable independently, shared UV space across the kit so retexturing scales linearly, not multiplicatively.

Omni Avatar modular asset render 100
Omni Avatar modular asset render 101
Omni Avatar modular asset render 102
Omni Avatar modular asset render 104
Omni Avatar modular asset render 105
Omni Avatar modular asset render 106

Modular asset renders

18 images · click to expand

Final renders of the modular pieces — heads, torsos, accessories — that the production system ships with.

Omni Avatar modular asset render 1 of 18
01/18

Sculpting process

24 images

Sculpts behind the modular system — the topology and silhouette decisions that feed into the production-ready assemblies.

Omni Avatar sculpt 1 of 24
01/24

What this demonstrates

  • End-to-end product ownership: vision → raise → hire → ship → pause
  • Cross-engine 3D pipeline thinking under commercial constraints
  • Comfort across Roblox, UEFN/Unreal, Unity as integration targets
  • Strategic and commercial judgment, not just craft
  • Resilience: building, raising, partnering, and walking away cleanly when needed

Tags

Founder
Funded
MVP Shipped
Cross-Engine
Roblox
Unreal / UEFN
Unity
Modular Avatar Pipeline
Web3 Integration