Services
What we build
One studio, two worlds: realtime for engines, non-realtime for picture and film. The same discipline in form and material.
Realtime assets
Optimized meshes, UVs and PBR textures for Unity and Unreal. Hard-surface, vehicles, props, environments.
Games, VR & AR
Assets and implementation for games, virtual reality, augmented reality and interactive simulations.
VFX & CGI
Non-realtime: visual effects, CGI production and motion graphics for film, advertising and media.
Blender pipeline
Long Blender practice, fitted to your setup. Lookdev, baking, export — without unused weight.
A clear path into picture.
01
Brief
References, engine, budget, deadline. We clarify what the asset has to do.
02
Blockout
Silhouette and proportion first. Approval before detail gets expensive.
03
Highpoly & bake
Form, edges, normals. Bakes that survive the engine.
04
Lookdev
PBR, wear, readability under game lighting. No empty highlights.
05
Integration
Export, LODs, colliders, materials in Unity or Unreal.
