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Tal Heuberger
Work, 3D, VFX & motion

The 1948 Collection

54 rigged 3D models of 1948 Israel for the open-source game Statecraft.

Credits

My part
3D art, rigging, animation and trailer
With
Eyal Golan, creator of the game
Where
Open-source game · Unity
Format
54 models · 106 animation clips
Runtime
Trailer draft · 0:30
Year
2026

Give a strategy game about Israel’s founding years a world of period buildings, people and vehicles.

Made 54 rigged 3D models, 106 animation clips and a draft trailer.

  1. Starting point Period photographs of the forts, apartment blocks, kibbutz halls, people and vehicles of 1948.
  2. The craft Generate each model with AI-assisted 3D tools, check it against the archive, then rig, animate and finish it by hand in Blender.
  3. In the world Fifty-four objects that walk, run or roll on the game map.

People Twelve figures, each rigged with up to nine animations.

Places 23 buildings and modules, so every street can be arranged differently.

Vehicles, ships and aircraft Wheels turn and propellers spin.

In motion Walk and run cycles, rendered in Blender.

Police fortress British forts of around 1940, fought over in 1948.

1941 · מע"צ - ממשלת ארץ ישראל · Public domain · Wikimedia Commons

The White City Flat roofs, window bands and rounded balconies.

1948 · Willem van de Poll · CC0 · Wikimedia Commons

The moshav Nahalal’s ring of farms, the model for the new villages.

from 1937 until 1938 · Zoltan Kluger · Public domain · Wikimedia Commons
Read the full story

Statecraft: Israel is an open-source, turn-based strategy game created by Eyal Golan. The player is the prime minister from 15 May 1948; the ministers and the map are real, and every historical fact comes with a source. The 1948 Collection is the first set of 3D assets made for it.

The collection was built on 13 October 2026, in one night: 54 models — 23 buildings and building modules, 12 people, 13 vehicles, ships and aircraft, and 6 animals — with 106 animation clips. Each one was generated with AI-assisted 3D tools, checked against period photographs, then rigged, animated and finished by hand in Blender, so it can walk, run or roll on the game map.

The buildings run from Tel Aviv's White City and Jerusalem stone to Mandate police forts, kibbutz halls and the first housing estates. The town quarters are assembled from separate modules, so each street can be arranged differently. The archive photographs they were checked against sit beside them below, with their credits.

The models were contributed to the open-source project and now stand on the game's map. The trailer is a draft: thirty seconds from an arrival at Haifa port, through a transit camp and one of the game's own event cards, to the map itself. It is shown silent; the voice-over and score are not final.

Prototype assets, not final game art.