Services

Integration

The work between a finished asset and a shipping build. Import, materials, lighting, collision, state machines and the profiling pass that catches what a workstation hides — done by people who read your budgets as requirements rather than suggestions.

What we make

Everything an integration brief can include

Asset integration

Import, scale, pivots, collision, LOD chains and naming — assets that drop into your project without a technical artist rescuing them.

Materials and shaders

Master materials and instances built to your channel packing, with the parameters your artists actually need exposed and the rest hidden.

Lighting and post

Scene lighting, reflection and post-process setup in Unreal or Unity, tuned to hold the look at your target frame rate.

Animation setup

State machines, blend spaces, retargeting and blueprint or C# wiring, so animation behaves in the build the way it did in the DCC.

Performance profiling

Draw calls, overdraw, shader complexity and memory measured on the target platform, with a written list of what to fix and in what order.

Pipeline and tooling

Import scripts, validation checks and small editor tools that stop the same mistake being made forty more times by hand.

The process

How an integration 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

    Project audit

    We open your project, read the conventions and measure a representative scene before recommending anything. Advice given without doing this is guesswork.

    Unreal Engine, Unity, RenderDoc

  2. Step 02

    Standards and budgets

    Naming, folder structure, LOD rules, texel density and per-scene budgets written down as acceptance criteria both sides can check against.

    Your wiki, our checklist

  3. Step 03

    Setup pass

    Master materials, import presets and validation rules built first, so every asset after this one costs less to bring in than the last.

    Unreal Engine, Unity, Python

  4. Step 04

    Integration

    Assets brought in, wired up, lit and placed, with a screenshot pass in the build so you approve what you will actually ship.

    Unreal Engine, Unity, Perforce

  5. Step 05

    Profile and fix

    Measured on target hardware, not a workstation, with the fixes prioritised by what they actually buy back in milliseconds.

    RenderDoc, Unreal Insights, platform tools

Software

What we work in

  • Unreal Engine
  • Unity
  • Godot
  • Blueprint
  • C#
  • Python
  • Perforce
  • Git
  • RenderDoc
  • Unreal Insights

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

  • A working branch or packaged project drop
  • Master materials with documented parameters
  • Import presets and validation scripts
  • A written profiling report with prioritised fixes
  • Before-and-after captures on target hardware
  • Hand-over notes your team can maintain from

Questions

Integration, answered

We have artists but no technical artist. Is that the gap you fill?

Usually, yes — it's the most common version of this brief. Good art that nobody has budgeted, wired up or profiled is the single most common reason a build looks worse than the portfolio it came from.

Can you integrate assets we bought or made elsewhere?

Yes, and we'll audit them first. Sometimes bought assets need more work to bring inside a budget than they saved by being bought, and you should hear that before we start rather than in the invoice.

Do you need access to our repository?

It's faster, but not required. We can work in a branch of your Perforce or Git repo, or take a packaged export and hand back a drop with written integration notes. Whichever your security review is happier with.

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 an integration 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.