INDUSTRY:

INDUSTRY:

FITNESS & WELLNESS

FITNESS & WELLNESS

ENGAGEMENT:

ENGAGEMENT:

INNOV8HUB

INNOV8HUB

YEAR:

YEAR:

2025

2025

SOFTWARE:

SOFTWARE:

BLENDER, UNREAL ENGINE

BLENDER, UNREAL ENGINE

ROLE:

ROLE:

VISUALIZATION, PROJECT MANAGEMENT

VISUALIZATION, PROJECT MANAGEMENT

FUNFIT

FUNFIT

FUNFIT

FunFit is a gamified fitness and energy-generation prototype developed around a stationary cycling device. The concept combines physical exercise, power generation, fitness tracking, and interactive digital experiences to make cycling more engaging.

The prototype was developed within the TETFund Alliance for Innovative Research (TETFAIR) programme, an initiative of the Tertiary Education Trust Fund (TETFund) in collaboration with Innov8hub. Innov8hub served as the host environment for the TETFAIR programme, where participating teams were supported through the process of developing their concepts into functional prototypes and preparing them for presentation and showcase.

FunFit is a gamified fitness and energy-generation prototype developed around a stationary cycling device. The concept combines physical exercise, power generation, fitness tracking, and interactive digital experiences to make cycling more engaging.

The prototype was developed within the TETFund Alliance for Innovative Research (TETFAIR) programme, an initiative of the Tertiary Education Trust Fund (TETFund) in collaboration with Innov8hub. Innov8hub served as the host environment for the TETFAIR programme, where participating teams were supported through the process of developing their concepts into functional prototypes and preparing them for presentation and showcase.

FunFit is a gamified fitness and energy-generation prototype developed around a stationary cycling device. The concept combines physical exercise, power generation, fitness tracking, and interactive digital experiences to make cycling more engaging.

The prototype was developed within the TETFund Alliance for Innovative Research (TETFAIR) programme, an initiative of the Tertiary Education Trust Fund (TETFund) in collaboration with Innov8hub. Innov8hub served as the host environment for the TETFAIR programme, where participating teams were supported through the process of developing their concepts into functional prototypes and preparing them for presentation and showcase.

FunFit is a gamified fitness and energy-generation prototype developed around a stationary cycling device. The concept combines physical exercise, power generation, fitness tracking, and interactive digital experiences to make cycling more engaging.

The prototype was developed within the TETFund Alliance for Innovative Research (TETFAIR) programme, an initiative of the Tertiary Education Trust Fund (TETFund) in collaboration with Innov8hub. Innov8hub served as the host environment for the TETFAIR programme, where participating teams were supported through the process of developing their concepts into functional prototypes and preparing them for presentation and showcase.

The project team from The Polytechnic, Ibadan worked through this development process as part of the TETFAIR programme. At Innov8hub, I contributed to FUNFIT as a 3D Visualization Expert and Project Manager, supporting both the visual development and the wider technical execution of the project.

The project team from The Polytechnic, Ibadan worked through this development process as part of the TETFAIR programme. At Innov8hub, I contributed to FUNFIT as a 3D Visualization Expert and Project Manager, supporting both the visual development and the wider technical execution of the project.

The project team from The Polytechnic, Ibadan worked through this development process as part of the TETFAIR programme. At Innov8hub, I contributed to FUNFIT as a 3D Visualization Expert and Project Manager, supporting both the visual development and the wider technical execution of the project.

The project team from The Polytechnic, Ibadan worked through this development process as part of the TETFAIR programme. At Innov8hub, I contributed to FUNFIT as a 3D Visualization Expert and Project Manager, supporting both the visual development and the wider technical execution of the project.

The CAD file for the FunFit prototype was developed by Adeniji Umar from the Product Design Team at Innov8 Hub. The supplied CAD model formed the foundation for the subsequent Blender-based visualization and animation work. The geometry was cleaned and organised where necessary before the model was textured with appropriate materials for the different components of the physical prototype.

The CAD file for the FunFit prototype was developed by Adeniji Umar from the Product Design Team at Innov8 Hub. The supplied CAD model formed the foundation for the subsequent Blender-based visualization and animation work. The geometry was cleaned and organised where necessary before the model was textured with appropriate materials for the different components of the physical prototype.

The CAD file for the FunFit prototype was developed by Adeniji Umar from the Product Design Team at Innov8 Hub. The supplied CAD model formed the foundation for the subsequent Blender-based visualization and animation work. The geometry was cleaned and organised where necessary before the model was textured with appropriate materials for the different components of the physical prototype.

The CAD file for the FunFit prototype was developed by Adeniji Umar from the Product Design Team at Innov8 Hub. The supplied CAD model formed the foundation for the subsequent Blender-based visualization and animation work. The geometry was cleaned and organised where necessary before the model was textured with appropriate materials for the different components of the physical prototype.

Animations were created to demonstrate the various adjustable components of the cycling device and how they can be configured for different users. These sequences help communicate the device's functionality and show how its physical features can be adapted during use.

Animations were created to demonstrate the various adjustable components of the cycling device and how they can be configured for different users. These sequences help communicate the device's functionality and show how its physical features can be adapted during use.

Animations were created to demonstrate the various adjustable components of the cycling device and how they can be configured for different users. These sequences help communicate the device's functionality and show how its physical features can be adapted during use.

Animations were created to demonstrate the various adjustable components of the cycling device and how they can be configured for different users. These sequences help communicate the device's functionality and show how its physical features can be adapted during use.

An exploded-view animation was created to reveal the modular construction of the FunFit device. Individual components were separated and presented in sequence to show how the different parts come together to form the complete system, providing a clearer understanding of its assembly and modular design.

An exploded-view animation was created to reveal the modular construction of the FunFit device. Individual components were separated and presented in sequence to show how the different parts come together to form the complete system, providing a clearer understanding of its assembly and modular design.

An exploded-view animation was created to reveal the modular construction of the FunFit device. Individual components were separated and presented in sequence to show how the different parts come together to form the complete system, providing a clearer understanding of its assembly and modular design.

An exploded-view animation was created to reveal the modular construction of the FunFit device. Individual components were separated and presented in sequence to show how the different parts come together to form the complete system, providing a clearer understanding of its assembly and modular design.

The visualization was designed to connect the physical cycling experience with a digital feedback system. Rather than simply showing the device in operation, the animation demonstrates how user movement can translate into measurable fitness and energy-generation data.

The visualization was designed to connect the physical cycling experience with a digital feedback system. Rather than simply showing the device in operation, the animation demonstrates how user movement can translate into measurable fitness and energy-generation data.

The visualization was designed to connect the physical cycling experience with a digital feedback system. Rather than simply showing the device in operation, the animation demonstrates how user movement can translate into measurable fitness and energy-generation data.

The visualization was designed to connect the physical cycling experience with a digital feedback system. Rather than simply showing the device in operation, the animation demonstrates how user movement can translate into measurable fitness and energy-generation data.

A MetaHuman character created in Unreal Engine and exported into Blender was integrated into the cycling scene. The character was rigged and animated to realistically interact with the stationary device, including the primary paddling motion and supporting secondary animations that helped bring the experience to life.

A MetaHuman character created in Unreal Engine and exported into Blender was integrated into the cycling scene. The character was rigged and animated to realistically interact with the stationary device, including the primary paddling motion and supporting secondary animations that helped bring the experience to life.

A MetaHuman character created in Unreal Engine and exported into Blender was integrated into the cycling scene. The character was rigged and animated to realistically interact with the stationary device, including the primary paddling motion and supporting secondary animations that helped bring the experience to life.

A MetaHuman character created in Unreal Engine and exported into Blender was integrated into the cycling scene. The character was rigged and animated to realistically interact with the stationary device, including the primary paddling motion and supporting secondary animations that helped bring the experience to life.

Materials and visual effects were used to communicate the different forms of feedback generated during the cycling experience. The animation visualised cycling counts, power generation, and calorie expenditure, including corresponding changes represented on the character to make the data feel connected to the user's physical activity.

Materials and visual effects were used to communicate the different forms of feedback generated during the cycling experience. The animation visualised cycling counts, power generation, and calorie expenditure, including corresponding changes represented on the character to make the data feel connected to the user's physical activity.

Materials and visual effects were used to communicate the different forms of feedback generated during the cycling experience. The animation visualised cycling counts, power generation, and calorie expenditure, including corresponding changes represented on the character to make the data feel connected to the user's physical activity.

Materials and visual effects were used to communicate the different forms of feedback generated during the cycling experience. The animation visualised cycling counts, power generation, and calorie expenditure, including corresponding changes represented on the character to make the data feel connected to the user's physical activity.

A separate cycling environment was developed in Unreal Engine to demonstrate the competitive side of the FunFit experience. Two additional MetaHuman characters were created and placed within a virtual bicycle-racing environment, providing the visual context for the competitive dashboard and showing how users could compare their performance against others.

A separate cycling environment was developed in Unreal Engine to demonstrate the competitive side of the FunFit experience. Two additional MetaHuman characters were created and placed within a virtual bicycle-racing environment, providing the visual context for the competitive dashboard and showing how users could compare their performance against others.

A separate cycling environment was developed in Unreal Engine to demonstrate the competitive side of the FunFit experience. Two additional MetaHuman characters were created and placed within a virtual bicycle-racing environment, providing the visual context for the competitive dashboard and showing how users could compare their performance against others.

A separate cycling environment was developed in Unreal Engine to demonstrate the competitive side of the FunFit experience. Two additional MetaHuman characters were created and placed within a virtual bicycle-racing environment, providing the visual context for the competitive dashboard and showing how users could compare their performance against others.

My work on FunFit covered 3D visualization, character integration, interactive visual development, and project management. I worked across the physical and digital sides of the project, translating the prototype into technical animations and developing visual experiences that communicated its mechanical operation, fitness tracking, energy generation, and competitive features.

My work on FunFit covered 3D visualization, character integration, interactive visual development, and project management. I worked across the physical and digital sides of the project, translating the prototype into technical animations and developing visual experiences that communicated its mechanical operation, fitness tracking, energy generation, and competitive features.

My work on FunFit covered 3D visualization, character integration, interactive visual development, and project management. I worked across the physical and digital sides of the project, translating the prototype into technical animations and developing visual experiences that communicated its mechanical operation, fitness tracking, energy generation, and competitive features.

My work on FunFit covered 3D visualization, character integration, interactive visual development, and project management. I worked across the physical and digital sides of the project, translating the prototype into technical animations and developing visual experiences that communicated its mechanical operation, fitness tracking, energy generation, and competitive features.

COPYRIGHT & UNAUTHORIZED USE

This case study is presented for professional portfolio and documentation purposes with permission from the FUNFIT team. Intricate and detailed technical specifications have been intentionally omitted in accordance with the team's permission and confidentiality request.

FUNFIT is a joint project of FunFitInteractive and Fayobam Makerlab. All project concepts, designs, technical developments, branding, and associated intellectual property remain the property of FunFitInteractive and Fayobam Makerlab.

The images, video clips, animations, and other visual materials presented in this case study may not be reproduced, redistributed, modified, commercially used, or presented as another person's work without prior authorization. Unauthorized use, reproduction, redistribution, or representation of these materials is prohibited.

© 2026 FunFitInteractive & Fayobam Makerlab. All Rights Reserved.

COPYRIGHT & UNAUTHORIZED USE

This case study is presented for professional portfolio and documentation purposes with permission from the FUNFIT team. Intricate and detailed technical specifications have been intentionally omitted in accordance with the team's permission and confidentiality request.

FUNFIT is a joint project of FunFitInteractive and Fayobam Makerlab. All project concepts, designs, technical developments, branding, and associated intellectual property remain the property of FunFitInteractive and Fayobam Makerlab.

The images, video clips, animations, and other visual materials presented in this case study may not be reproduced, redistributed, modified, commercially used, or presented as another person's work without prior authorization. Unauthorized use, reproduction, redistribution, or representation of these materials is prohibited.

© 2026 FunFitInteractive & Fayobam Makerlab. All Rights Reserved.

COPYRIGHT & UNAUTHORIZED USE

This case study is presented for professional portfolio and documentation purposes with permission from the FUNFIT team. Intricate and detailed technical specifications have been intentionally omitted in accordance with the team's permission and confidentiality request.

FUNFIT is a joint project of FunFitInteractive and Fayobam Makerlab. All project concepts, designs, technical developments, branding, and associated intellectual property remain the property of FunFitInteractive and Fayobam Makerlab.

The images, video clips, animations, and other visual materials presented in this case study may not be reproduced, redistributed, modified, commercially used, or presented as another person's work without prior authorization. Unauthorized use, reproduction, redistribution, or representation of these materials is prohibited.

© 2026 FunFitInteractive & Fayobam Makerlab. All Rights Reserved.

COPYRIGHT & UNAUTHORIZED USE

This case study is presented for professional portfolio and documentation purposes with permission from the FUNFIT team. Intricate and detailed technical specifications have been intentionally omitted in accordance with the team's permission and confidentiality request.

FUNFIT is a joint project of FunFitInteractive and Fayobam Makerlab. All project concepts, designs, technical developments, branding, and associated intellectual property remain the property of FunFitInteractive and Fayobam Makerlab.

The images, video clips, animations, and other visual materials presented in this case study may not be reproduced, redistributed, modified, commercially used, or presented as another person's work without prior authorization. Unauthorized use, reproduction, redistribution, or representation of these materials is prohibited.

© 2026 FunFitInteractive & Fayobam Makerlab. All Rights Reserved.