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Characters, creatures, environments, concept art, animation, real-time hair, hard surface and technical art from one senior-led team. Hire us for a single asset, a full content drop or an embedded co-development team.
- NDA before any files are shared
- Engine-tested in Unreal and Unity
- Two revision rounds per milestone

3D Character Art
Realistic, stylized and mobile characters, NPC rosters and digital doubles

Creature Design
Dragons, aliens, monsters and beasts from concept to sculpt

3D Environment Art
Modular kits, hero locations, biomes and cinematic sets

Concept Art
Character, creature, environment and prop concepts plus key art

Game Animation
Locomotion, combat, creature, facial and cinematic animation

Real-Time 3D Hair
Hair cards, strand grooms, facial hair and fur

Hard Surface Art
Weapons, vehicles, mechs and sci-fi props

Technical Art
Shaders, LODs, optimization and engine integration
Trusted by studios and publishers worldwide








Work with us the way your production works
Pick the setup that fits your milestone plan. Many studios start with a fixed-scope test and move to a dedicated team once the style is locked.

Fixed scope
Per-asset projects
Fixed scope and price for a defined set of assets. Ideal for a hero character, a creature or an environment kit.
- Best for Hero characters, key art, asset packs
- Pricing Fixed price, paid per milestone
- Starts with Written scope and quote

Recurring
Content drops and live ops
Recurring batches of characters, cosmetics, weapons or props on a predictable cadence for live-service games.
- Best for Seasons, cosmetics, battle passes
- Pricing Agreed per batch
- Cadence Matched to your release calendar

Embedded
Dedicated team
A stable team of artists who learn your pipeline, attend your reviews and work as an extension of your studio.
- Best for Long productions, co-development
- Pricing Monthly, per artist
- Setup Artists trained on your pipeline
From brief to engine-ready in four steps
Brief and NDA
Share references, art bible and target specs under NDA. We ask the questions that prevent rework later.
NDA · questions · reference board
Scope and test
A written scope, timeline and fixed quote. Optional paid test asset so you can judge quality first.
Scope · quote · test asset
Production and reviews
Reviews at blockout, sculpt, texture and final, with two revision rounds per milestone.
Weekly WIP · review calls
Engine-ready delivery
Files tested in your engine, named and foldered to your pipeline, with LODs and source files.
FBX / USD · textures · source

Built for production, not just portfolios
Art that works in your pipeline the first time.
Senior-led teams
A lead artist with shipped credits runs every project.
Engine-tested delivery
Checked in Unreal, Unity or your engine before handoff.
NDA and IP protection
NDA first. IP transfers to you on payment.
Clear milestones
Written scope, staged reviews, two revision rounds.
Proof in shipped games

Predator: Hunting Grounds
30+ playable characters and weapon sets for IllFonic

Back 4 Blood
NPC heads, civilians and infected for Turtle Rock Studios

Skull and Bones
Character models, heads and ship assets for Ubisoft
Questions studios ask before hiring us
Not covered here? A 20-minute call usually answers the rest, and we can look at your references together.
How much does game art outsourcing cost?
It depends on asset type, detail level and volume. A stylized mobile prop can cost a fraction of a AAA hero character. Share your brief and we will send a written quote with a per-asset breakdown, usually within one business day.
Can we start with a test asset?
Yes. New partners often start with a paid test asset so you can judge quality, communication and fit before committing to a larger batch.
How do you protect our IP?
We sign your NDA before any files are shared, restrict project access to the assigned team, transfer IP on payment and never show client work without written permission.
Which time zones do you cover?
Our studio is in Lucknow, India (IST, UTC+5:30), with office hours of 9:00 to 17:00 IST. That overlaps with European mornings, and we schedule calls with North American teams at mutually convenient times.
What engines and tools do you work with?
Unreal Engine and Unity are our main targets, and we have worked in proprietary engines. Source tools include Maya, Blender, ZBrush, Substance 3D Painter, Marvelous Designer and XGen.
How quickly can you start?
Start dates depend on scope and current team availability. We confirm a start date together with your quote, so you can plan around it.
What producers say about working with us

Have an art brief, a style guide or just an idea?
Send it over. We reply within one business day with questions, a scope and a quote.