Start a project

CHOOSE YOUR MODE

Service editions

Four engagement models, one bar. Start with images, go deeper into the engine, hand us a whole feature — or request one exceptional specialist. Every edition ships with the same senior bar.

STANDARD EDITION

MODE 01

Art Production

We build the images players remember.

  • World building & environment art
  • Character & creature art
  • Cinematics & game trailers
  • Concept art & art direction
  • Lighting & look development
  • Marketing key art
PLAYED INImidera — The Desert EmpireBrief this team

DELUXE EDITION

MODE 02

Technical Art & Integration

Art that survives the engine.

  • Engine integration — Unreal / Unity / UEFN
  • Shaders, materials & look-dev systems
  • Optimization, LODs & streaming budgets
  • Procedural pipelines — Houdini
  • Modular kits & asset systems
  • Simulation-ready content — USD / Omniverse
PLAYED INThe HuntBrief this team

SEASON PASS

MODE 03

Co-Development

Your team, extended.

  • Embedded art teams
  • Full feature & level ownership
  • Vertical slices & pitch demos
  • Live-ops & seasonal content
  • Pipeline & workflow consulting
  • Overflow capacity for crunch-free ships
PLAYED INThe MediumBrief this team
CHARACTER DLCMODE 04

Specialist On Demand

One principal-grade artist, plugged into your team.

For studios that need one exceptional seat, not a squad — we've shipped this way for years.

  • Principal Lighting Artist
  • Hard-Surface Concept Designer
  • Principal VFX Artist
  • Principal Technical Artist
  • + name yours

Included with every edition

Senior-only staffing

No juniors learning on your budget — every seat is a shipped-title veteran.

Engine-native delivery

Work arrives in Unreal, Unity or UEFN the way your pipeline expects it.

Producer-led comms

One point of contact, weekly builds, no surprise Fridays.

IP-safe pipelines

NDA-first, isolated project storage, clean handover on exit.

Team breakdown

Who you get — seven disciplines, one squad

🇺🇸 100% advanced English — all communication in English

Environment Art Team: 30 percent. Block-based props, modular tilesets, terrain materials

Technologies

The pipeline — four stages, one flow

STAGE 01

Art Direction, Technical Expertise & Management

Perforce
Git
AWS
Jira
Slack
Autodesk ShotGrid
Syncsketch
Miro

STAGE 02

Concept Art

Blender
Houdini
Substance by Adobe
3DCoat
Gaea
Photoshop
ZBrush
Autodesk MayaMaya

AI models used as part of the pipeline if permitted

STAGE 03

Game Art

Blender
Houdini
ZBrush
Quixel
EmberGen

STAGE 04

Engine Integration

Level Art, Tools, Shaders, Procedural Systems, Lighting

UEFN
Unreal Engine
Unity

Communication workflow

High-level process — kick-off to retro

QUEST LOG · STEP 01

4/4 OBJECTIVES

  • Align art direction, tech stack & workflows
  • Define key pipelines and milestones
  • Share initial style guides, tools, naming conventions
  • Clarify sprint and feedback structure

The feedback loop

Clear communication is the foundation of long-term partnerships

Client Interaction

FEEDBACK · REVIEW · APPROVAL

  • Weekly syncs
  • Jira task review
  • Miro moodboard sharing
  • Google Docs — comments + checklists

ESCALATION PATH

Art ProducerArt DirectorCreative Lead

TOOLS & SYSTEMS

  • Google WorkspaceDocs, Sheets, Meet — daily ops
  • JiraTasks, sprints, delivery tracking
  • SlackCross-timezone async comms
  • MiroVisual feedback & boards
  • PerforceUnreal asset versioning

ROLES & HIERARCHY

  • Strategic planning & budgeting

    Executive Producer

  • Scope & project timeline

    Art Producer

  • Art quality, pipeline & delivery

    Art Director

  • Production, delivery and feedback

    Tech Lead

Internal Review

QA · POLISH · GATES

  • Artist → Lead Artist → Art Director
  • Art Producers manage internal gates
  • Revisions looped before the client sees first drafts
  • Clean, minimal client-side iteration

OPEN FOR BRIEFS — BOOKING Q4 2026

Ready Player Two?

Co-op mode is how we work — senior artists embedded in your team, shipping at your bar. Send the brief; we reply within 48 hours.