What you get
Production-ready 2D and 3D game art, rigged, animated, and optimized to your engine's budgets, so it looks right and runs fast on your target hardware.
Game art has to do two jobs at once: look the way you imagined and run inside the performance budget of the device it ships on. We produce 2D and 3D assets end to end, from concept and modeling through rigging, animation, and engine-ready optimization. Every asset arrives built to your style guide and your poly and texture budgets, so it drops into Unity or Unreal and performs, rather than looking great in isolation and tanking the frame rate.
A systemized engagement, so the work moves fast without cutting corners.
- 01
Style and art bible
We start by defining the visual target: references, color, silhouette, and the mood the game lives in. Then we set the technical limits up front, the poly counts, texture sizes, and engine each asset must respect. You leave with an art bible that keeps every later asset consistent and shippable.
- 02
Concept and direction
We concept the key characters, environments, and props so the look is agreed before expensive production starts. You approve the direction on a small set of hero pieces first. Locking the style early is what stops a library of assets from drifting and needing costly rework later.
- 03
Modeling and texturing
For 3D we model, UV-unwrap, and texture with PBR materials, building clean topology that deforms well and holds to budget. For 2D we produce sprites, frames, and UI art at the right resolutions. Each asset is made to drop into the engine, not just to render nicely in a portfolio.
- 04
Rigging and animation
We rig characters and props for clean deformation, then animate the cycles the game needs: idles, walks, runs, attacks, and reactions. Sprite sheets or skeletal animation are delivered to match your pipeline. Everything is built to play correctly in-engine, so motion reads at real speed and scale.
- 05
Engine integration and handover
We import the assets into Unity or Unreal, set up materials and prefabs, and confirm they hit their performance budgets on target hardware. You receive the source files, the engine-ready assets, and the documentation. You own all of it, with nothing trapped in a proprietary format.
Everything you walk away with, owned by you with no lock-in.
- An art bible defining style, color, references, and the technical budgets every asset respects.
- Concept art for the key characters, environments, and props, approved before production.
- Production 3D models with clean topology, UVs, and PBR textures, built to your poly budget.
- 2D assets where you need them: sprites, animation frames, UI, icons, and key art.
- Rigged and animated characters with the cycles the game needs, in your pipeline's format.
- Engine-ready assets imported into Unity or Unreal and confirmed against performance budgets.
- Full ownership of source files and game-ready assets, plus documentation, with no lock-in.
The things buyers ask us before they start.
Do you make both 2D and 3D game art?+
Yes. We produce 2D art like sprites, animation frames, UI, and key art, and full 3D pipelines covering modeling, UVs, PBR texturing, rigging, and animation. We match the style and dimension to your game, whether that is a 2D mobile title or a 3D PC game.
Will the art be optimized for our engine and platform?+
Yes, and that is the part many art vendors skip. We set poly counts, texture sizes, and material budgets up front for your target hardware, then confirm each asset hits them in Unity or Unreal. Art that looks great but breaks the frame rate is not finished work.
Can you match an existing art style or asset library?+
Yes. We can build to a style guide you already have or reverse-engineer the look from existing assets, then produce new work that sits beside them without looking out of place. We lock the style on a few pieces first so the full library stays consistent.
Do you deliver rigged and animated assets, or just models?+
Whatever the project needs. We deliver static models, fully rigged characters, or complete animation sets with idles, walks, runs, attacks, and reactions. Skeletal animation and sprite sheets are both supported, delivered in the format your pipeline expects.
Do we own the source files?+
Yes. You receive the editable source files alongside the engine-ready assets, plus documentation, all under your ownership. Nothing is locked in a proprietary format, so your team can edit, extend, or rework the art whenever you need to.
How much does game art cost?+
It depends on the asset count, the fidelity, and how much rigging and animation is involved. We scope every project on a short call and give a fixed quote before work begins. For a fast ballpark, ask HiKit AI on the site.
Industries where 2D/3D Game Art is part of the solution bundle we build.
Services we often pair with 2D/3D Game Art.
Response within 1 business day. No commitment required.