
Technical art for games
The bridge between art and engine: shaders, LODs, optimization, asset setup and pipeline support that keep your art looking right and running fast.
- NDA before any files are shared
- Engine-tested before delivery
- Two revision rounds per milestone
Art that looks great and runs at frame rate
Beautiful assets can still sink a build: too many draw calls, oversized textures, broken LODs or materials that look different in engine than in the artist’s viewport. Technical art closes that gap.
Our technical artists work alongside our modelers, texture artists and animators, and can embed with your team to set up materials, optimize content and keep the asset pipeline clean as production scales.


Technical art reels
Rigging, real-time VFX and pipeline work from our technical art team. Press play to load each reel.
Technical art reel
Secondary dynamics, shader work and engine-ready setups that keep characters and creatures moving naturally at frame rate.
Unity VFX reel 2025
Stylized fire, magic and impact effects built in Unity’s particle and VFX Graph systems, tuned for performance.
Rigging reel
Modular character and mech rigs with IK/FK switching, stretch controls and swappable parts, ready for animators.
Production assets we prepare for engine
Props and set pieces built and optimized for real-time and cinematic use.








What our technical artists deliver
Practical engine-side support that protects both visual quality and performance.

Shaders and materials
Master materials, material instances and custom shaders for skin, hair, cloth, foliage and effects in Unreal or Unity.

LOD and optimization passes
LOD chains, texture budgets, draw-call audits and atlasing so content fits your frame budget on every target platform.

Asset setup and integration
Import settings, collision, sockets, naming and folder structure prepared so assets drop straight into your project.

Rigging support
Rig-ready topology checks, skinning fixes and setup of character, creature and prop rigs for animation.

Platform and VR optimization
Content tuned for mobile, Switch-class hardware and VR headsets where every millisecond counts.

Pipeline tools and documentation
Naming conventions, validation checklists and art guidelines that keep large asset batches consistent.

Fighting performance or a messy asset pipeline?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
How we approach technical art
We measure first, then fix what actually costs performance.
Audit
We review your engine, target platforms, budgets and the assets or scenes causing problems.
Plan
Agree budgets, material strategy, LOD rules and naming standards in a short written plan.
Prototype
Set up a representative asset or scene to prove quality and performance before rollout.
Roll out
Apply the approach across the asset batch, with checks at each milestone.
Validate
Profile in engine on target hardware and confirm the numbers against the plan.
Document and hand over
Guidelines and settings documented so your team can maintain the standard.
Deliverables and technical specs
Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.
Engines
Unreal Engine and Unity; proprietary engines with documentation.
Materials
Master materials and instances, documented parameters.
LODs
Up to four levels with screen-size thresholds agreed.
Texture budgets
Resolution and atlas plans per platform.
Collision
Simple and complex collision set up per asset type.
Naming and structure
Your conventions, or a documented standard we propose.
Profiling
Before-and-after captures on target hardware where possible.
Documentation
Written guidelines for ongoing production.
Revisions
Two rounds per milestone, transparent scope beyond that.
Unreal Engine 5
Unity
Maya
Blender
Substance 3D Painter
Marmoset Toolbag
Projects that used this service

Wanderer: Fragments of Fate
VR characters, props and environments with Mighty Eyes

Artificial Detective
Cinematic props and sets for Vivix Studios

Deceit 2
Concepts, characters, props and environments for Worldmakers
Technical art questions, answered
Still weighing it up? A 20-minute call with a lead artist usually answers the rest, and we can review your references together.
Can you optimize assets another vendor created?
Yes. We can audit and optimize existing content, including LODs, textures, materials and collision, as long as we have access to the source or engine files.
Do you work inside our engine project?
Where your security policy allows, yes. Otherwise we work in a mirrored project or on exported assets and hand back engine-ready content.
Do you support VR and mobile performance targets?
Yes. VR and mobile are where technical art matters most. We plan budgets for draw calls, triangles and texture memory from the start.
Can technical art be combined with your other services?
Yes, and that is the most efficient setup. Technical checks are built into our character, environment and hard surface pipelines so assets arrive ready for engine.
What producers say about working with us

Struggling with performance or a messy asset pipeline?
Share your brief and get a written scope, timeline and quote within one business day.


