We specialize in optimised, real-time environments suitable for games and also game cinematics.
We can jump in at any stage of the production, from pencil drafts and level block-ins, right through to final detailing and lighting tweaks.
We can also craft captivating scenes for offline render engines.
Props & Hard Surface Models
Modular assets to weapons
We can handle time consuming 'hero' props, high poly sculpts, and damage models so that your core team can focus on the task at hand.
A small, high quality set of modular props can be pushed a long way with our variation techniques. This is great for visual impact and easy on the budget.
We are also skilled in hard surface assets, next gen weapons and vehicles.
Believable and interesting characters are essential for any form of entertainment, and in particular, interactive games.
We can handle all stages of character development starting from high poly sculpt, right through to the rigging and animation stage.
This includes, humanoids, creatures and animals.
Serious Games & e-Learning
Education through immersion
We have experience in creating educational experiences in VR and also in a more traditional game format.
The key with simulations and educational games is the use of immersion to make information absorb more efficiently.
We reach new levels of immersion through our detailed and responsive visuals.
Virtual & Augmented Reality
We can engineer stimulating VR and AR experiences for mobile devices and also for high end HMD's such as the Vive and Oculus.
We understand the challenges and extra care that must be taken while producing a smooth VR experience.
Tradition meets technology
Our talented 2D artists are versed in both traditional and modern digital design skills.
Through a series of iteration and feedback, we can achieve the ideas that our clients have in their minds.
Adherence to colour and fundamental design principles.
General Workflow - Our process
Initial consultation & quote
Discussion about asset details such as intended end use, technical limitations, art direction and finally an accurate quote on budget and time required to complete the milestones.
Reference & concept research
A collaborative effort to acquire accurate references and designs to ensure all parties clearly understand the intended direction.
Block model stage
Initial block level or asset, made of primitives and simple shapes. This allows for playtesting and iteration while still remaining flexible and easy to adjust before locking it in.
Once the block model is locked in, we gradually replace the primitives with detailed meshes complete with UVs, collisions and basic texture work.
Texture & material look development
We begin production on high quality yet optimised textures, and materials designed for the target game engine or offline renderer.
Final tweaks & polish
Based off further client feedback, we implement additional tweaks and do a final polish pass on all aspects of the designs.
Brunswick VIC 3056