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- Client

- Duration
- 2024-2026
- Made for
- Gravhounds, Unreal Engine
- Co-Development
- End-to-End Art Production
- Procedural Environments (PCG)
- Characters
- VFX
- Concept Art
- Lighting
- Tools




Maya
About this project
A co-development project: one Beffio team on end-to-end art for Octopus Panic's Gravhounds, from concept and environments to characters, technical art, animation, VFX and lighting in Unreal Engine 5. Revealed at Gamescom Opening Night Live in August 2026, in Early Access from 2 November 2026.
- 15People on the team
- 7Disciplines in one team
- 3In-house tools
- 4LODs per mesh
What we built, in 6 parts
01Procedural worldsProcedural Worlds (PCG) · Custom PCG Nodes (C++)
02Concept to engineEnvironment Concept Art · Vegetation Design
03Vegetation and materialsVegetation Art · Sculpting
04Interiors and interactive propsModular Kits · Interactive Props (Blueprints)
05Characters and weaponsWeapon Design · Hard-Surface Modeling
06Technical animationRigging & Skinning · Animation Blueprints
01Part 1 of 6
Procedural worlds
We built the planets of Gravhounds with Unreal PCG. Custom PCG nodes written in C++ lay out each biome, a cliff tool in C++ and Blueprints builds the rock faces, and a waterfall tool built on PCG adds the water. Level artists then dress and light the result.
How it helped
Whole planets are built by tools instead of by hand, so the team can make more of them and still change them late.
Good fit if
Your game needs large worlds, many biomes or levels that keep changing.
Key services
- Procedural Worlds (PCG)
- Custom PCG Nodes (C++)
- Cliff Tool (C++, Blueprints)
- Waterfall Tool (PCG)
- Level Art
- Set Dressing
- Lighting
02Part 2 of 6
Concept to engine
Every planet started on paper. Our concept artists painted the landscapes, designed the plants and tried them out as Blender mockups, so the look was set before production began. Art direction then kept it all the way into the level.
How it helped
Octopus Panic picked a direction early, and the approved concepts carry through to the game.
Good fit if
You need a visual direction set early and held through production.
Key services
- Environment Concept Art
- Vegetation Design
- Art Direction

Crystals and lavaSpires and acid pools03Part 3 of 6
Vegetation and materials
We sculpted the plants, textured them with procedural materials and gave them a wind shader driven by vertex paint. Then we grouped them into biome sets for the PCG system to scatter.
How it helped
Plants share materials and move with one shader instead of animation, which keeps dense fields light.
Good fit if
Your worlds need dense, stylized foliage that moves.
Key services
- Vegetation Art
- Sculpting
- Procedural Materials
- Wind Shader (Vertex Paint)
04Part 4 of 6
Interiors and interactive props
The spaceship interiors are built from modular kits. Props the player can use are Blueprints, set up for gameplay, and level art puts the rooms together.
How it helped
Kits on one grid snap together, so new rooms are quick to build, and the props arrive ready for designers to use.
Good fit if
You need hubs, ships or interiors built from kits, with props players can use.
Key services
- Modular Kits
- Interactive Props (Blueprints)
- Prop Art
- Level Art
05Part 5 of 6
Characters and weapons
We designed and built the weapons, from the grenade launcher to the marksman rifle, and characters like Zane the Doberman. Hard-surface modeling and PBR texturing for the guns, outfits and groomed fur for the cast.
How it helped
The cast and the arsenal come from one team in one style, so they belong to the same game.
Good fit if
You need hero characters or a full arsenal, from design to game-ready.
Key services
- Weapon Design
- Hard-Surface Modeling
- Character Design
- PBR Texturing
- Character Art
- Outfit Modeling
- Fur Grooming
06Part 6 of 6
Technical animation
We rigged and skinned the characters, then set them up in Unreal with Animation Blueprints, IK foot placement and procedural animation.
How it helped
Characters arrive in the engine rigged and ready for gameplay, with feet that land on slopes and steps.
Good fit if
Your characters need rigs and animation set up in the engine.
Key services
- Rigging & Skinning
- Animation Blueprints
- IK Foot Placement
- Procedural Animation


Maya



Built to budget
The technical bar we built to
Art direction sets the look. These set what it costs the engine.
Procedural worlds
Built with Unreal PCG
Biomes are built from rules, so they stay editable to the end.
Modularity
512 cm grid
Kits snap together, so spaces are quick to block out and change.
Asset budget
400 to 9K triangles, 4 LODs
Each mesh has a triangle budget and simpler versions for distance, so dense biomes stay cheap to render.
Efficient texturing
Trim sheets and atlases
Many assets share a few power-of-two textures, which saves memory and draw calls.
Level streaming
Lower memory per map
The world loads in pieces, so a map only keeps what is near the player.
Custom collisions
Hand-made UCX
Simple collision shapes, so players don't snag on detail and physics stays cheap.
What this proves
The same team, on your game
Procedural Systems
Unreal PCG and Houdini systems that dress whole worlds.
Proven hereCustom PCG nodes in C++
Authored Tools
C++, C# and Blueprint tools that take the busywork out.
Proven hereCliff and waterfall tools in C++
Technical Animation
Rigging tools, retargeting and animation set up for the engine.
Proven hereIK foot placement, Animation Blueprints
SHOWCASE
VIDEO + 41 CAPTURES, CLICK TO VIEW
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