What we do

Six disciplines, one pipeline.

Most studios sell you a department. We run the whole route from board to delivery, so the handoffs that usually lose a week happen inside one building instead of between three vendors.

  1. 01

    3D Art

    Characters, environments, props and vehicles — built game-ready.CharactersEnvironmentsProps and weapons
  2. 02

    2D Art

    Concept, illustration, UI and key art — drawn to be built from.Concept art and visual developmentCharacter designEnvironment and prop concepts
  3. 03

    Animation

    2D and 3D performance — gameplay, cinematics and everything between.Cinematics and cutscenesGameplay animation3D character and creature performance
  4. 04

    VFX

    Simulation, compositing and the finishing that sells the shot.Simulation and FXCompositing and integrationReal-time VFX for games
  5. 05

    Integration

    Getting the art into the engine, running at frame rate.Asset integrationMaterials and shadersLighting and post
  6. 06

    Video Editing

    Trailers, cutdowns, titles and grade — cut to hold attention.Trailers and revealsGameplay capture and editTitles and motion graphics

Engagement

Three ways to work with us

Fixed-scope project

An agreed shot or asset count, a fixed price and a fixed date. We absorb the overruns that are our fault; changes to the brief are quoted as changes rather than absorbed silently.

Best forA defined deliverable — a trailer, a cinematic, an asset batch.

Team extension

Named artists reserved for you by the month, working in your pipeline, your tracker and your reviews. You direct the work; we handle employment, kit and cover.

Best forAn in-house team that needs capacity, not a vendor.

Co-development

We take a whole vertical — all the environments, the full cinematic, the entire effects package — and run it to a milestone plan with our own leads.

Best forA slice of production you would rather hand over entirely.

How we work

No surprises at the end

  1. 01

    Brief & scope

    We read the brief and ask the awkward questions early. You get back a shot count, a crew, and a date we actually believe.

  2. 02

    Look development

    Style frames and a short test before full production starts. The look gets signed off while changing it is still cheap.

  3. 03

    Production

    Weekly playblasts and a shared review link. You see the work while it's still wet.

  4. 04

    Finishing & delivery

    Comp, grade, sound sync and delivery in every format you need, with project files handed over on request.

Pipeline

What we run

Ask about yours

Start a project

Not sure which one you need?

Describe the problem rather than the discipline. Half the briefs we get are labelled as one service and are really another — we would rather sort that out on a call than sell you the wrong thing.