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3D models · rigging · game worlds

From a concept image to a usable asset in your engine.

We work on characters, creatures, buildings and environments, including rigging and animation when needed. Files are checked in Unity or Unreal before handover. Start with one sample to evaluate the quality before discussing a larger batch.

Conch house from our in-development game

Work from our own game project. We have not yet presented external 3D client projects.

Selected in-house work

Characters, buildings and environments.

These examples come from our own online game in development. Character bodies and some buildings began with AI generation and were then edited, clothed, rigged or integrated by our team. Many scene props use licensed asset packs; terrain, roads, layout and placement are our work.

Rigged dwarf character from our game

Characters

Rigged dwarves, water spirits and rabbit folk shown with walking animation in our original gallery.

Conch house from our game

Buildings

Conch houses, coral structures, stone homes and a dwarven forge temple, created from concepts and refined for the game.

Elf village game environment

Scenes

Terrain, roads, walkable spaces and prop placement for game areas.

Services

What we can deliver.

Character & creature models

Models from concept art or references, with topology matched to the project. AI-generated starting meshes can be manually cleaned up when appropriate.

Rigging & animation

Skeleton naming, weights and motion aligned with Mixamo, Unity Humanoid or Unreal requirements. Joint deformation is checked for clipping.

Buildings & environments

Modular Blender buildings or refined AI-assisted structures, plus terrain, paths and scene placement.

Engine validation

Import and playback checks for scale, orientation, materials, collisions and animation. Source/export files and naming guidelines are handed over.

Project process

Approve one sample before scaling up.

01 · DISCOVERY

Talk through the brief

We confirm style, asset counts, animation needs and target engine.

02 · SAMPLE

Make one asset

We take one character or building through the agreed workflow and show it in the target engine.

03 · SCOPE

Approve the quote

We price the remaining work by number of assets, animation segments and scene size. A 50% deposit starts production after approval.

04 · DELIVERY

Review in batches

We deliver in stages with engine footage, address issues early, then hand over source and export files.

Pricing is project-specific. The sample and any subsequent batch are scoped with you before commitment.

Talk with Ray →