I've been looking for ideas on how to manage all this mess for my game. Let's say I want to make a relatively simple character customization system: You can change your character's face. You can change your character's individual clothe pieces (pick top/bottom clothes and shoes) You can change your character's hair style. I know how to make it work on the technical side, but I have no idea of what's a good workflow to follow when working on this from the art side. In my case I'm using Blender, but I could change my modeling program if it's necessary to improve my workflow. Things I've tried: 1. Having a base .blend file for skeleton and skin. Doing different .blend files for different clothing sets and importing my skeleton and skin as a reference. Sounds great on practice. I was pretty excited at first when I heard about these Blender features. Once I tried, I was a little disappointed. The feature seems pretty limited and breaks often. The skeleton is not extendable. Making a tail accessory that needs bones for physics? Too bad. It's impossible to enter edit mode on the referenced skeleton, thus you can't add any more bones. Both Blender and Unity act very weirdly and sometimes break when you modify the base file. Sometimes the blend file would break. Sometimes Unity will refuse to re-import the new changes. Sometimes moving or renaming a single file will give you 2 hours of work of fixing broken references (that are not easy to fix for a beginner). 2. Having every single piece of clothing/hair/accessory on a single .blend file. Seems unmanageable if you're working on a team. How could different people be working on different clothing pieces if they are on the same file? Using it in engine is not straightforward. Drag and drop this model into your scene, and you will have an abomination of a character using hundreds of clothes and hairstyles at the same time. This one is no big deal, but it's worth mentioning since it adds complexity of usage for designers. Is that it? Are these the only ways this can be managed? Do big companies that make games like this just pick one option and botch their way through their limitations? Any suggestions?