
BRINGING ICONIC IPs INTO THE WORLD OF ARK
From Power Rangers to TMNT, MNSTR worked across three DLC releases for ARK, taking on increasingly larger scopes and bringing characters, weapons, animation, VFX and gameplay content all the way into the game.
A collaboration that kept growing
Across the three releases, the scope grew along with the responsibility entrusted to our team.
Starting with the original Power Rangers
For the first DLC, we created the five classic Rangers, along with their weapons and accessories.
One of the first challenges was finding the right anatomy and proportions. Our early studies had a more exaggerated superhero build, which looked strong on its own, but didn’t quite capture the distinctive silhouette and presence of the original Rangers.
That distinction mattered. Working with an established IP isn’t only about reproducing a design accurately. It’s about understanding the visual traits that make those characters feel like themselves, and knowing how far they can be adapted without losing that identity.
We refined the anatomy with more restrained muscle definition and subtle adjustments to height and proportions, including the relationship between the body and the iconic helmets. The result felt much closer to the original characters while still working naturally inside ARK.

Then came ARK itself
ARK allows players to heavily customize their characters, changing proportions such as height, weight and body shape. That meant our models couldn’t simply look right in their default form. They had to preserve the characters’ identity and visual quality across those transformations without stretching, breaking or creating problems downstream.
The same models also needed to support animation and gameplay while working naturally across third-person and close-up first-person views. We planned for those requirements from the beginning, using the approved character models as the basis for the first-person hands rather than treating them as separate assets.
The goal was always the same: make the characters look right, but build them to work as part of the game.

Learning the pipeline while shipping the content
A second wave
Going bigger with TMNT
The third collaboration expanded the scope again.
For the Teenage Mutant Ninja Turtles DLC, we created both classic and Primal versions of all four Turtles, alongside Shredder, Splinter, April O’Neil, Casey Jones, Foot Soldiers and other characters.
The package also included weapons and accessories, additional props, UI icons and a playable vehicle.
The Primal Turtles were particularly well suited to ARK’s prehistoric world, but their added visual complexity created a new challenge: preserving the personality and richness of the designs while keeping the models optimized for the game.



Customization brought another layer to the work.



From art to game
3D → Rigging → Gameplay Animation & Emotes → VFX → Unreal Implementation → In-game

Bringing the characters to life
One of the most rewarding parts of the project was seeing characters that have been part of pop culture for decades come to life inside ARK, not just as models, but as characters players could embody, customize and play with.
Across three releases, each new challenge gave us another opportunity to push that experience further and see our work become part of a world players were already having fun in.
Game: ARK: Survival Ascended
IPs: Power Rangers / Teenage Mutant Ninja Turtles
Collaboration: LNW / Overwolf / Studio Wildcard / Hasbro
MNSTR: Art Direction, 3D, Rigging, Animation, VFX, Technical Art & Implementation