About us

A new studio. Here is what that means.

It means we have no back catalogue to point at, so we compete on the things you can check on a first call: the scope, the schedule, and what lands in your folder at the end.

Aniwala is an animation and game art studio. We handle a brief from board to delivery: 2D, 3D, VFX, engine integration and the edit, all in one pipeline. Most of the time a project loses is spent in the gaps between vendors. There are fewer gaps here.

At a glance

How the studio is set up

Disciplines
Six, one pipeline
3D art, 2D art, animation, VFX, integration and the edit.
Work for
Games, film and brands
Asset batches, full sequences and co-development.
Engagement
Project, embedded or retained
Whichever suits the brief. We'll tell you which one we think it is.
First reply
Two working days
With an actual scope attached.

What we hold to

Four things we don't budge on

01

We tell you if the date is impossible

Before anything else, including whether we want the job. Plenty of studios say yes to every deadline and sort it out later. That's how a project ends up with a rushed final fortnight and a compromise nobody agreed to.

02

We quote in shots, not days

A day rate tells you what we cost. It tells you nothing about how big the job is. So we scope in shots, assets and seconds. If the number comes back higher than your budget, you can see exactly which ten shots to cut and what that saves.

03

The look gets signed off early

Style frames and a short test before full production starts. Changing the look at animatic stage costs a conversation. Changing it in comp costs a renegotiation, and everyone on the job knows it, which is exactly why nobody wants to be the one to raise it.

04

You get the source files

Project files, scene files, source assets, on request. Some studios keep hold of them so you have to come back. We would rather you came back because the work was good.

Working with us

What the week actually looks like

You see it every week

A playblast or a render on a shared review link, starting the first week. If something is going wrong you find out while it's still a week of work rather than a month.

You talk to the artist

The person you brief has the scene open in front of them. There is no account layer in the middle, so nothing gets lost being relayed twice.

Notes stay in one place

Timecoded, on the review link, not spread across three email threads. Every round is written down. That mostly matters six weeks later, when someone asks why a shot changed.

Handover is part of the job

Masters, cutdowns, engine-ready assets, and a readme covering budgets and naming conventions. We would rather spend the extra half day on it than have you email us in March asking what a file was called.

Pipeline

What we run

See the disciplines

Careers

We're looking for artists

Animators, modellers, riggers and FX artists. Being early at a small studio is a genuine trade-off: more say in how things get done, less certainty about next year. If that sounds like a good deal, send a reel. We watch all of them and reply either way.

Send a reel

Next step

Test any of this.

Send a brief and see how much of the above survives contact with it. You get a shot or asset count, a note on which decisions will cost money, and a date we actually believe. Two working days.