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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.

  1. 01

    Brief

    References, engine, budget, deadline. We clarify what the asset has to do.

  2. 02

    Blockout

    Silhouette and proportion first. Approval before detail gets expensive.

  3. 03

    Highpoly & bake

    Form, edges, normals. Bakes that survive the engine.

  4. 04

    Lookdev

    PBR, wear, readability under game lighting. No empty highlights.

  5. 05

    Integration

    Export, LODs, colliders, materials in Unity or Unreal.

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