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Elis Kostabi
Project manager
3Dstudio.co
Game art outsourcing delivered as environments, props and architectural assets built game-ready rather than render-only. We have been modelling buildings for thirteen years, which is the part most outsourcing studios get approximately right and shipping teams then have to fix.
We only take a limited number of projects each month, so every scene gets top quality.
Architects, developers & interior designers.
Working for 215 companies since 2013.
125 of 220 clients came back.
More than half of our clients have hired us again.
3D game art outsourcing usually starts from a mood board and photographs. A level built to a real drawing starts from the architect's own files.
Plans, sections and elevations rather than a mood board and a photo search. That is the difference between a level that feels observed and one that feels invented.
Most asset vendors start from reference imagery and eyeball the proportions. It reads fine in a screenshot and wrong once a player stands next to a door. Storey heights, tread depths, window head heights and handrail positions are the things the eye checks without being asked, and they are the things a photograph does not give you accurately.
Thirteen years of building from architectural drawings means those numbers are the default rather than a correction pass. It is the same modelling discipline behind every other page on this site, pointed at a different output.
Thirteen years of modelling from real drawings is public: the portfolio, the client list, the process. The game work itself stays unseen.
A single paid test asset, built to your budget and naming convention, beats a screenshot: a mesh you can drop into your own engine and inspect.
Meshes arrive with clean topology, sane pivots, consistent real-world scale, non-overlapping UVs and a second channel for lightmaps where you need one. We work to your triangle budget, whether that is strict for mobile and Quest or looser for a PC title.
PBR sets are authored at the resolution you ask for, in the channel packing your pipeline already expects. Source files come with the exports.

LOD chains are authored rather than decimated, so a building still reads as that building at LOD2 instead of collapsing into a lump. Collision is simple and separate from the render mesh.
Delivery is FBX or glTF plus textures, or an Unreal or Unity package dropped straight into your project, with a short document listing what is in it.

The same scene produces the store page. Key art, screenshots, environment beauty shots and short flythroughs come out of the model you are already shipping, so the art on the store page is the art in the build.
For an AR or configurator app the same assets carry across on a lighter budget, because they were built to a specification rather than to one camera.

Four categories cover most of what studios send us. The fourth is the one nobody advertises and everybody needs.
Interiors and exteriors for playable space, built so a room reads as a real place rather than a set of walls at plausible distances.
The objects a camera gets close to. Modelled and textured at the density that survives a close-up, with a lower-poly sibling for everything else.
Wall, floor, trim and roof pieces that snap on a grid, so a level artist can build twenty buildings from one set instead of ordering twenty buildings.
The unglamorous volume work. Fixtures, fittings, signage and clutter, at the budget you set, in the naming convention your project already uses.
Game asset outsourcing usually means one of three requests.

BeforeAfterA building or stretch of terrain a player walks around rather than through, modelled to plan so the massing holds up at a distance.

BeforeAfterReal-world scale and clean UVs from the first pass, so lighting and navigation work the day the asset lands.

BeforeAfterThe object the camera gets closest to, built at the density that survives it, with a lower-poly sibling alongside it.
An Estonian studio working since 2013 across the Nordics, the Baltics, Europe, the UK, the US, Canada and Australia. Comments in the evening, a revised frame by morning.
Unconsented schemes, competition entries and unannounced launches are commercially sensitive. We work under NDA without being asked and never publish a project without permission.
No account-manager layer. Send the files, get a real number, talk to the person building the scene. Fewer hand-offs is why the first preview lands closer to right.
Across a set, or across years of repeat work, the light, materials and camera discipline hold. Ten freelancers cannot do that, and it is visible on page four of a brochure.
Send the list and the spec, get one number back: the default, and what a test piece runs under.
Assets added sprint by sprint against a monthly cap, not re-quoted each time the list changes.
A fixed number of hours held open each month, briefed like an in-house artist for an unannounced title.

Upload CAD, PDF, Revit or SketchUp files, or a photo of a sketch. We prepare the brief from your files, so there is no questionnaire. You get one fixed project price and a delivery date within 30 minutes.

We build the 3D model without materials and place the camera. The viewpoint, lens, height and time of day are agreed on this grey model, when changes are quick and cheap.

The same view with materials, lighting and surroundings added. You see it early, while the light and the finishes can still be changed easily. 2 revision rounds are included, and we keep refining until you approve.

The approved image, fully finished and delivered in 4K, with larger sizes for print on request and full usage rights. Every further view in the set uses the scene already built, so each extra image costs much less than the first.
Architectural work rather than shipped game art, because most of the game work is under NDA. The modelling discipline is the same one.






What studios that outsource game art usually ask about first.
Forty simple props price differently to ten hero assets with baked normal maps: tell us the mix, not just the count.
Mobile and Quest budgets run stricter than PC or console, and LOD depth follows suit.
What moves the quote, and what to send to get one fast.
Opens the upload form. Send what you have; no sales call.
We are used to being one supplier among several, so slotting into an existing art bible is normal rather than an exception.
Photoreal stills of the same interiors, for a store page or a pitch deck.
Interior rendering
Single objects on white for a catalogue, a configurator or a marketplace.
Product rendering
Art directors and producers: one number and a delivery date back, built to your triangle budget and naming convention, with a paid test piece first if you want one.
We take a limited number of projects each month.