Game art outsourcing

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.

  • Clean topology, sane pivots, real-world scale, non-overlapping UVs
  • Your triangle budget, your naming convention, your channel packing
  • FBX, glTF, or a drop-in Unreal or Unity package with the source files

We only take a limited number of projects each month, so every scene gets top quality.

Game art outsourcing: an environment artist at his desk with a pen tablet, a dusk architectural render open on the monitor
1,247
Projects completed
13
Years in business
17
Countries delivered to
★★★★★ Rated 4.9 on Clutch · See our reviews

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.

Where the difference comes from

We build from drawings, not from reference photographs

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.

Untextured clay model showing the geometry underneath a finished scene
Finished 3D interior rendering of a residential living room, Estonia

What you can verify without an NDA

Thirteen years of modelling from real drawings is public: the portfolio, the client list, the process. The game work itself stays unseen.

The proof that substitutes for a portfolio

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.

What you get out of it

Three things outsourced art usually gets wrong

01

Assets that do not need a fixing pass

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.

Interior scene with clean geometry and consistent scale throughout
02

Silhouettes that hold at distance

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.

Timber cabin with a turf roof, a silhouette that has to survive at distance
03

Marketing art out of the shipping build

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.

Aerial frame of a chalet development, the kind of beauty shot cut from a shipped scene
What we make

Environments, props, kits and the boring necessary parts

Four categories cover most of what studios send us. The fourth is the one nobody advertises and everybody needs.

Warehouse interior modelled as a full environment

Environments and levels

Interiors and exteriors for playable space, built so a room reads as a real place rather than a set of walls at plausible distances.

Pendant light rendered as a hero prop at close range

Hero props

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.

Door and glazing components authored as modular pieces

Modular kits

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.

Acoustic and lighting panel components for set dressing

Set dressing

The unglamorous volume work. Fixtures, fittings, signage and clutter, at the budget you set, in the naming convention your project already uses.

What a brief looks like

What game art outsourcing looks like as a brief

Game asset outsourcing usually means one of three requests.

Untextured clay model of an exterior terrace scene, NorwayFinished 3D exterior rendering of the same terrace scene at dusk, Norway
BeforeAfter

An exterior set piece

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

Untextured clay model of a residential entrance hall, SwedenFinished 3D interior rendering of the same entrance hall, Sweden
BeforeAfter

An interior a player can enter

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

Untextured clay model of a tyre chain hero propFinished 3D product rendering of the same tyre chain, ready for a close-up
BeforeAfter

A hero prop for the close-up

The object the camera gets closest to, built at the density that survives it, with a lower-poly sibling alongside it.

Why people stay with us

A studio partner, not a render farm

Globe and clock, illustrating European delivery across time zones

European delivery, workable time zones

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.

Signing a confidential agreement, illustrating NDA as standard

Confidentiality as standard

Unconsented schemes, competition entries and unannounced launches are commercially sensitive. We work under NDA without being asked and never publish a project without permission.

Two professionals discussing drawings, illustrating direct communication

You brief the artist, not a queue

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.

A consistent set of framed renders, illustrating one visual language

One consistent visual language

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.

How the engagement is structured

Three ways studios commission the work

A fixed-price asset list

Send the list and the spec, get one number back: the default, and what a test piece runs under.

Time and materials for a live production

Assets added sprint by sprint against a monthly cap, not re-quoted each time the list changes.

A dedicated seat on the pipeline

A fixed number of hours held open each month, briefed like an in-house artist for an unannounced title.

How a project runs

Four stages, whatever you commissioned

CAD drawings and elevations on a laptop at the brief stage
Brief

Brief and fixed quote

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.

Clay model of a market-hall interior, no materials and no light yet
Days 1-3

Clay model

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.

Preview render of the same market-hall interior from the same camera, in daylight
Week 1

Preview render

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.

Final render of the same market-hall interior in evening light, fully dressed
Delivery

Final render

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.

Selected work

Built to a drawing, delivered to a pipeline

Architectural work rather than shipped game art, because most of the game work is under NDA. The modelling discipline is the same one.

Workshop interior with a car lift, modelled to real-world scale
Untextured clay model of a cabin exterior
Dark timber cabin in snow, a game-ready environment set
Glass door and hinge modelled as a component
Modular locker units modelled as a prop set
Standard cabinet components rendered on white
What shapes a quote

What actually moves a game asset quote

What studios that outsource game art usually ask about first.

  • Asset count and complexity mix

    Forty simple props price differently to ten hero assets with baked normal maps: tell us the mix, not just the count.

  • Triangle budget and target platform

    Mobile and Quest budgets run stricter than PC or console, and LOD depth follows suit.

Aerial 3D rendering of coastal houses on a headland, Sweden
Free guide

The Game Art Outsourcing Buyer's Guide

What moves the quote, and what to send to get one fast.

  • What actually moves a game asset quote up or down
  • The exact spec fields to send for a same-day estimate
  • How to brief a test piece so it proves the fit
  • One fixed number back in 30 minutes, no sales call

Opens the upload form. Send what you have; no sales call.

What you provide

How we plug into your workflow

We are used to being one supplier among several, so slotting into an existing art bible is normal rather than an exception.

What we accept

Asset listA spreadsheet, a Jira export, or a paragraph. Whatever form the list is already in
Technical specTriangle budgets, texel density, naming convention, channel packing, engine version
ReferencesA reference board, an art bible, or existing in-project assets to match against
DrawingsWhere the subject is a real or designed building: plans, sections, elevations, CAD
A test pieceA small paid test before a batch is normal and we recommend it

What you receive

MeshesFBX or glTF, or an Unreal or Unity package that drops into the project
TexturesPBR sets at your resolution, in your channel packing, with the source files
LODs and collisionAuthored LOD chains, simple separate collision, not a decimation pass
A manifestA short document listing what is in the delivery and what each piece is
The scene filesYours, so a change after handover does not have to come back to us
The same model, other outputs

What else comes out of the geometry

Clay model of a residential tower

3D modelling

The modelling craft on its own, for anything that is not a game.

3D modelling
Night interior rendering of a lakeside apartment living room with a lit skyline, Canada

Interior rendering

Photoreal stills of the same interiors, for a store page or a pitch deck.

Interior rendering
Winter aerial rendering of alpine houses, Austria, the kind of frame a flythrough is cut from

3D animation

Flythroughs and trailers cut from the scene you are already shipping.

3D animation
Wooden door rendered on a white background

Product rendering

Single objects on white for a catalogue, a configurator or a marketplace.

Product rendering
Questions we get asked

Game art FAQs

Do you work to our triangle budget and naming convention?
Yes, and we ask for both before quoting rather than after. Budgets are per asset class rather than a single number, so a hero prop and a background mesh get different targets. Naming conventions are followed exactly, including any prefix or suffix scheme your project uses, because a delivery that has to be batch-renamed on arrival is a delivery that cost you time.
Which engines do you deliver into?
Unreal and Unity as packages, or engine-agnostic FBX and glTF plus textures if your pipeline does its own import. We can match an existing material setup if you send one example asset that is already in the project, which is usually faster than describing the setup in writing.
Are the LODs generated or authored?
Authored. Automatic decimation is fine for organic shapes and poor for architecture: it eats the silhouette, and a building at LOD2 stops reading as that building. We build the chain by hand so the profile survives, then check it at the distances the level actually uses.
Can we start with a test piece?
We recommend it. A single asset at your spec, paid, before any batch is committed. It surfaces the pipeline mismatches that are invisible in a brief, and it costs both of us far less than discovering them across forty meshes.
Do you sign an NDA?
As standard, without being asked. Unannounced titles are the normal case rather than the exception. Nothing is published without written permission, which is why the work shown on this page is architectural rather than game work.
Can you match an existing art style?
Usually. Send the existing assets rather than a description: matching to a real mesh and a real material setup is a solvable problem, and matching to an adjective is not. If the style is a strong stylisation rather than realism, say so early, because that changes who on the team should build it.
Do you do character or creature work?
No. Environments, architecture, props and hard-surface assets are what thirteen years of building buildings makes us good at. Characters, rigging and animation of creatures are a different craft and you would be better served elsewhere.
How is it priced?
Per project rather than per asset, quoted once we have the list and the spec. A batch of similar meshes costs markedly less per piece than the first one, because the setup is shared. You get one fixed number and a date within 30 minutes of sending the list.
Can you work on a project in my country?
Yes. A game studio is the easiest kind of client to serve remotely: the brief is a spec sheet and a reference board, the delivery is a package, and neither needs anyone in the same room. Since 2013 we have delivered work to clients in 17 countries from Estonia, over file transfer and video calls. A team several time zones away sends its review notes at the end of its day and has the revised mesh by the start of the next one.
Start a project

Send the asset list and the spec, get a fixed quote in 30 minutes

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.