Service
Character Art
High-poly sculpt to game-ready model. Any style, any fidelity, any engine.
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What we deliver
From first sculpt to engine-ready delivery, we build characters that read on camera and behave in production. Our pipeline spans ZBrush form development, clean game topology, careful UVs, and Substance-driven surfacing with an eye toward how materials respond in-engine—not only in presentation shots.
We work across stylized, cartoon, semi-realistic, and realistic targets—mobile-optimized assets included when your performance budget is tight. We can match a look bible, extend a roster with variants, or help define how a style translates into geometry and shader response.
When projects get complex, we support variation systems, shader-driven approaches where appropriate, and LOD planning so your team is not fighting the asset at runtime.
Capacity-wise, you are backed by a team of character artists plus an art director with two decades of mobile game experience—useful when readability, adaptation, and consistency across a roster matter as much as hero shots.
Our approach
- Modeling with downstream rigging and animation in mind—edge flow, corrective planning, and naming discipline.
- Look development checks against your target engine (Unity, Unreal) and lighting context.
- Reviews structured around production milestones: block-in, primary forms, detail pass, surfacing lock.
Tools & technology
Related projects
FAQ
Need character art? Let's talk.
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