Gaming Design

Every world falls apart the moment
one asset doesn't belong in it.
Hand us the part production hasn't reached yet.
How it works?
- 01
Tell us where production stands.
A brief for something new, or an existing build with a style guide for something already underway.
- 02
Work moves in stages.
Each stage is checked against the brief and what's already approved, before the next one starts.
- 03
Delivery matches your pipeline.
Assets arrive named, organized, and formatted the way your team already works, not the way we'd prefer to hand them over.


Character Art
The first hero is easy. The fiftieth NPC decides whether the world still holds together.
Characters are developed as a cast: heroes, creatures, and the background characters nobody comments on, matched to what's already in the build.
Environment Art
Modular environments designed to expand an existing world, checked against existing materials, scale, and lighting so nothing feels bolted on. Trim sheets, tileable materials, hero locations, and supporting assets.
Animation
Animated to hold up at the speed a player experiences them, not the speed of a showcase reel. Locomotion, combat, creatures, cinematic sequences.
Real-Time VFX
If a player can't read what just hit them, the effect already failed. Fire, weather, destruction, and combat feedback authored within your performance budget, measured against your target frame rate, not fixed after the fact.
Cinematics
In-engine cinematics are assembled from the same assets and lighting as the world around them. The transition back to gameplay never feels like a different production.
Engine Integration
A rig that works in Maya and breaks in Unreal was never actually finished. We deliver assets ready for implementation.
FAQ's
Two rounds per asset. That's standard across most productions—enough to address feedback without slowing delivery.
Our core team is 30+. For larger scopes, we expand through our network of trusted contractors and specialists. We don't constrain projects around fixed headcount—we resource from our existing pool to scope and make sure everything stays confidential and secure.
Feedback cycles are built into each stage of the workflow you define at the start. Assets move through review gates before final delivery. You approve or request changes at each gate—nothing ships without your sign-off.
Assets optimised for your engine, with approved topology, materials, and rigging. Deliverables include FBX files, textures, and documentation tied to your pipeline standards. Engine integration is included.
Source files sharing can be pre discussed based on project type and depending on final scope, it can be included or kept separate in quotation.
Yes. We can integrate into your existing workflow, and can also build a workflow if required. We generally work within your naming conventions, folder structure, and approval process.
