Concept Art
World, character, prop, and mood exploration. Keyframes that establish visual direction and paint-overs that unblock the production pipeline. Senior-led, art-directed, revision-discipline you can actually brief.
Seven disciplines, one team, built to work inside a live multiplayer production. We've been the art team on ATONE, a 70-CCU MMO, for five years — concept to live-ops — and now we run the same pipeline for yours. Embedded with your co-dev, or standalone outsourcing. Both welcome.
Art for a vertical slice and art for a live MMO are different products. A 60-fps cinematic character is not the same as one that replicates cleanly across seventy clients on a server-authoritative tick. A gorgeous environment that streams in one piece is not the same as one that swaps LODs, manages memory, and holds up across PS5, Switch, and Steam Deck without seams.
We built ATONE from concept sheet to shipped live service — all seven disciplines — under exactly these constraints. Which means when we're staffed on your title, the conversation with your engineering team is shorter, because our art team already knows what the cost of every frame and every bone actually is.
If you're evaluating us purely for art — no engineering, no co-dev — that's welcome. Same team, same pipeline, same discipline. The multiplayer-production experience just means your art lands somewhere that can actually run it.
World, character, prop, and mood exploration. Keyframes that establish visual direction and paint-overs that unblock the production pipeline. Senior-led, art-directed, revision-discipline you can actually brief.
From silhouette and concept through production-ready meshes, high-to-low pipelines, and rigs that behave well under replication. We know what a character costs on a server tick budget — because we paid that cost building ATONE.
Worldbuilding, modular kits, environment storytelling, and streaming-aware layouts. Art that respects memory, LOD, and seam budgets so your 70-CCU layer actually runs — not just the vertical slice.
Gameplay locomotion, traversal, combat, cinematic, and mo-cap cleanup. Animation authored with multiplayer in mind — networked blendspaces, server-authoritative motion, predicted state that still reads cleanly to the eye.
Game UI for live-service contexts — HUDs, inventory, social, matchmaking, store, progression. Design systems that scale across platforms and content drops, with an eye for the controller-first reality of console and handheld.
Real-time particles, shader-driven effects, hit feedback, ability telegraphs, and environmental atmospherics. Tuned for readability in crowded networked scenes, not single-player cinematics — the difference matters.
Shader graphs, material pipelines, LOD systems, GPU-skinned crowds, lighting optimization, and the art-engineering seam where most multiplayer projects lose weeks. The bridge between the art team and the engineering team — because we staff both.
Concept artists, character artists, animators, or tech artists working inside your pipeline, under your brand, on your version control. Your art director reviews our work like internal work. Week-on-week capacity you can dial up or down.
Own a specific vertical end-to-end — e.g., the VFX pipeline, the character production line, the UI system. We bring leads, production staff, and the tooling. You get one neck to wring for that discipline’s deliverables.
End-to-end art for the project — concept, character, level, animation, UI, VFX, tech art. Either as a standalone art outsourcing engagement, or bundled with engineering co-dev. The ATONE pipeline, run for your title.
Senior art-director review and direction for your in-house team. Weekly crits, style-guide authoring, pipeline audits, and mentoring for your leads. For studios whose art is almost-but-not-quite where it needs to be.
ATONE is the MMORPG we built. It's also the clearest portfolio we have for an art team that can actually run the whole pipeline — concept direction, character production, worldbuilding, UI systems, VFX libraries, tech-art tooling — inside a networked, live-service title. Every screen, every character, every particle has been paid for in production, not in a pitch deck.
A single studio that can take the brief from sketch to shipped frame — and has, building ATONE.
The case study page is where the visuals live. If you want the gallery — environments, characters, UI, VFX, animation reels — that's the shortest path.
The project, the discipline(s), the timeline, and whether this is bundled with co-dev or standalone art outsourcing. We'll come back with a written proposal and a reference gallery from ATONE.
Send your brief→