Game Art Outsourcing

Game art outsourcing means contracting an external team to produce concept art, 3D characters, environments and other assets to your style guide and engine budgets. Art that looks good in a portfolio render and art that holds up in-engine at frame rate are two different deliverables. We make the second kind, because we ship games ourselves and have to live with the asset budgets.

We take character and environment work from concept sketch through to rigged, textured, engine-ready assets, using the same pipeline behind our own character collections and Unreal Engine 5 cinematic environments. Artists can also work embedded in your team, to your naming conventions and review process, rather than delivering into a drop folder.

What We Deliver

01

Concept Art

Silhouette exploration, colour keys and turnarounds that resolve the design before anyone opens a 3D package.
02

3D Character Art

High- and low-poly modeling, UVs and 4K texture sets in styles from realistic to stylized, built to your poly budget.
03

Rigging & Skinning

Production rigs with clean weights and blendshapes, ready for your animation pipeline or Character Creator.
04

Environment Art

Nanite-era UE5 environments with Lumen lighting, modular kits and hand-painted detail over scanned bases.
05

Cinematics & Trailers

Sequencer-driven cinematics and trailer shots, lit and shot for the cut rather than for a turntable.
06

Engine Integration

Assets arrive in-engine with materials set up and LODs authored, so you aren’t left with a ZIP of FBX files and good luck.

Common Questions

Can you match an existing art style and asset spec?

Yes, and it is most of the work on an established project. We start from your style guide, existing assets and technical budgets (poly counts, texel density, material setup, LOD rules) and produce a test asset for approval before the batch runs, so style mismatches surface at asset one rather than asset thirty.

What does the art pipeline look like end to end?

Concept sketch, then blockout for silhouette approval, then high-poly sculpt, retopology, UVs, baking and texturing, then rigging where the asset needs it, and finally engine integration with materials and LODs. You approve at each gate, so revisions happen at the cheap stage rather than after texturing.

Which software and formats do you deliver in?

We work in Blender, ZBrush, Substance and Character Creator, and deliver into Unreal Engine 5 or Unity. Source files come with the delivery: you get the .blend or .ztl and the layered texture sets as well as the baked output.

Do you take on single assets or only full packages?

Both. A single hero character is a normal starting point and doubles as a paid trial of the pipeline. Ongoing work is usually structured as batches with a fixed per-asset rate once the style test is approved.

From the Blog