Services

What we do

Four kinds of work, all built and tested inside the engine.

01

Environment art

We build environments as complete sets: a modular kit on a shared grid, the buildings and props around it, nature, and a demo level that shows how the pieces go together. Our own sets are in a clean voxel style and lit with Lumen.

What you get

  • Modular kit on a 2 m grid
  • Buildings, props, vehicles and nature
  • Collision and lightmap UVs on every mesh
  • One palette texture for the whole set
  • Niagara effects, Blueprints and PCG graphs
  • Asset overview map and demo level

Related work

02

First-person animation

Weapon and melee sets keyed by hand at 60 FPS for the UE5 default skeleton. We rig the weapon, animate the player and the gun, and set up montages, the anim blueprint and camera shakes, so the set plays in a demo the day you get it.

What you get

  • Draw, holster, idle, walk, sprint and jump
  • Fire, aim and reloads, normal and empty
  • Rigged weapon with its own animations
  • Montages, anim blueprint and camera shakes
  • Male and female hands with gloves
  • Playable demo character and map

Related work

03

Engine tools

Editor plugins and procedural systems in C++ and Blueprint. Rewild, our overgrowth plugin, grows plants on level geometry with wind, seasons and rope physics. We build generators, bake steps and editor panels the same way: inside the editor, with the settings an artist needs.

What you get

  • Editor modes, panels and tools
  • Procedural generators with seeds
  • Bake to static meshes with LODs
  • Runtime parts in C++ or Blueprint
  • Demo level and documentation

Related work

04

Unity and Unreal ports

We move finished content between engines. Twelve of our animation packs and Rewild were rebuilt for Unity URP: materials remade for the pipeline, animation timing matched to the Unreal source, prefabs, a demo scene, and an import test in an empty project.

What you get

  • Materials rebuilt for URP or Built-in
  • Animation timing matched to the source
  • Prefabs and a demo scene
  • Import test in a clean project
  • Package, screenshots and readme

Related work

Process

How a project runs

  1. 01

    Brief

    Send references, the engine version and the scope. We reply with questions.

  2. 02

    Estimate

    A quote per milestone, with the list of files you will receive.

  3. 03

    Production

    Work in progress in your channel as it happens. Feedback rounds are part of the quote.

  4. 04

    Delivery

    Engine-ready content in your project, and support while you integrate it.

Contact

Have a project in mind?

Send a short brief. You get questions and a rough estimate back.