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.
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.
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.
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.
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.