End-to-end content: characters, environments, grooms, cinematics and technical art. We have collaborated with some of the world's most ambitious studios.
You send the brief and get back finished assets, on a milestone schedule you can hold us to. We aim to scope and price a project within 2 working days. You get a named team, an art director on our side who talks to yours so your notes travel once, and a producer accountable for both. If the scope changes, you see the price.
Send us a briefYou get a shortlist in 2 working days. You interview, you choose your artist, and they work to your lead in your Slack and your stand-ups. We carry the employment, the kit and the holiday cover, so you sign a purchase order and nobody joins your payroll. Flat monthly fee, 30 days' notice.
See who is availableSix disciplines in one studio. Most briefs use three or four of them.
Real-time hair and fur, from a hero's strands to a creature's pelt, built with FibR, the groom tool we wrote.
Hero models and crowds, scanned or sculpted, delivered with the topology and LODs your engine expects.
Modular kits and hero locations, optimised for your platform on the first pass rather than the last.
Hard-surface assets with clean topology and textures, built to your acceptance criteria.
Motion capture and in-engine cinematics, with the lighting and effects to match.
Shaders and pipeline tooling for whatever is stopping your art team, ours included.
From libraries to whole games to bringing an indie title to the world, we have collaborated on some of the most ambitious projects in the industry.



The capabilities, people and policies you'll want to check before a call.

An art and tech-art studio of 100+ artists, credited on 82 shipped titles since 2017.
End-to-end content: characters, environments, grooms, cinematics and technical art. We have collaborated with some of the world's most ambitious studios.
You send the brief and get back finished assets, on a milestone schedule you can hold us to. We aim to scope and price a project within 2 working days. You get a named team, an art director on our side who talks to yours so your notes travel once, and a producer accountable for both. If the scope changes, you see the price.
Send us a briefYou get a shortlist in 2 working days. You interview, you choose your artist, and they work to your lead in your Slack and your stand-ups. We carry the employment, the kit and the holiday cover, so you sign a purchase order and nobody joins your payroll. Flat monthly fee, 30 days' notice.
See who is availableSix disciplines in one studio. Most briefs use three or four of them.
Real-time hair and fur, from a hero's strands to a creature's pelt, built with FibR, the groom tool we wrote.
Hero models and crowds, scanned or sculpted, delivered with the topology and LODs your engine expects.
Modular kits and hero locations, optimised for your platform on the first pass rather than the last.
Hard-surface assets with clean topology and textures, built to your acceptance criteria.
Motion capture and in-engine cinematics, with the lighting and effects to match.
Shaders and pipeline tooling for whatever is stopping your art team, ours included.
From libraries to whole games to bringing an indie title to the world, we have collaborated on some of the most ambitious projects in the industry.



The capabilities, people and policies you'll want to check before a call.
Disciplines →Groom, characters, environments, props, animation and technical art. What each one delivers to you.Sectors →Games, simulation and training including defence, and interactive experiences from theme parks to cruise ships.Tools we wrote →FibR, WispR and Airdeck. We build our own tools to stay ahead of the curve.AI, governed →We take AI disclosure seriously: every project sandboxed, none of your data used for training, and paperwork and auditing behind it. AI or no AI, your decision is respected throughout.People →The people who run the studio, and the leads and artists who contribute to your game.











