Services

2D Art

Visual development that a modeller can actually work from, and finished 2D that ships. We draw to answer questions rather than to decorate a deck — silhouettes, callouts and orthographics, not just a handsome illustration.

What we make

Everything a 2D art brief can include

Concept art and visual development

Silhouette exploration, colour keys and callout sheets that settle a look while changing it still costs an afternoon.

Character design

Turnarounds, expression sheets and orthographics built to production standard, so the 3D team isn't guessing at the back of the head.

Environment and prop concepts

Layouts, mood pieces and callouts with the scale and modularity already thought through, not invented later by a modeller.

UI, HUD and icons

In-game interface, icon sets and menu systems produced as a system with states and specs, not a flat mockup.

Key art and marketing

Store assets, capsule art, banners and campaign illustration, delivered in every crop and ratio a platform demands.

Storyboards and backgrounds

Boards for animation and cinematics, plus painted backgrounds and matte layers ready for camera and compositing.

The process

How a 2D art job runs

Every stage names its own approval, so you always know what you are signing off and what it unlocks. Nothing moves to the next stage until the one before it is agreed.

  1. Step 01

    Brief and reference

    A shared reference board agreed before anything is drawn. Most style disagreements are visible here, and here they are free.

    PureRef, Figma

  2. Step 02

    Thumbnails and silhouettes

    Many small, fast options. The point is to kill directions cheaply, so you see the ones that didn't work as well as the one that did.

    Photoshop, Procreate

  3. Step 03

    Rough and colour key

    The chosen direction taken to a readable rough with colour established. Approval here covers composition and palette.

    Photoshop, Clip Studio Paint

  4. Step 04

    Final render

    Finish, detail and polish on an approved rough — the only stage where we're not asking you to imagine anything.

    Photoshop, Procreate

  5. Step 05

    Production sheets

    Orthographics, callouts, material notes and scale references — the paperwork that lets someone else build it correctly.

    Photoshop, Illustrator

Software

What we work in

  • Photoshop
  • Procreate
  • Clip Studio Paint
  • Illustrator
  • Figma
  • Blender
  • PureRef
  • Storyboard Pro

Not on the list? Ask. Most pipelines are a swap away, and we will say so plainly if yours is not.

Hand-off

What you get

  • Layered PSD sources at print resolution
  • Flattened PNG and JPG at your delivery sizes
  • Turnarounds, orthographics and callout sheets
  • Colour keys and material notes
  • UI kits with states, specs and exported assets
  • Key art versioned to every required crop

Questions

2D Art, answered

How many concept options do we get?

The quote names a number per asset — usually six to ten thumbnails, then two developed roughs, then one final. You see the rejected directions too. A vendor who only shows you the one they liked is making your decision for you.

Can the concepts actually be built?

That's the difference between concept art and illustration, and we treat it as a requirement. If a design can't be modelled inside your budget we'll say so at the rough stage, when the drawing can still change.

Do you use AI in the process?

Not in delivered artwork, and not without telling you. Where it genuinely helps — early ideation boards, upscaling our own work, background cleanup — we'll say exactly where it was used, and every delivered file is drawn by an artist.

How do we start?

Send the brief, or just the problem — a script, a deck, a level, a rough idea and a date. We come back within two working days with a shot or asset count, a crew, a price and a schedule. If the date isn't achievable we say so then, not in week six.

Can you match an existing style?

Yes, and it's most of what studio work is. Send the style guide, the shipped assets, or even a screenshot. We produce one paid test piece first so you can judge the match on your own asset before committing to the batch.

How does review work?

A shared review link with frame-accurate comments, updated weekly. Two rounds of revision per stage are in the quote; beyond that we bill by the day and tell you before the clock starts.

Who owns the finished work?

You do, on final payment — full assignment, including the source files. We ask only for the right to show finished work in our portfolio, and we hold that back for as long as you need us to.

Start a project

Have a 2D art brief?

Send it with the deadline attached. You get a shot or asset count, a crew, a price and a date within two working days — or an honest no.