Female Assassin – game art by Hexar Studios

Art for live-service games

Seasonal characters, cosmetics, weapons and props delivered on a predictable cadence, so your content roadmap never waits on art.

  • Batches matched to your seasons
  • Same artists every cycle
  • Fixes turned around quickly

What live-service games need from their art partner

01

A cadence you can plan around

Batches booked against your season calendar, with dates agreed before each cycle starts.

Ww2 Female Soldier – game art by Hexar Studios

02

Consistency across seasons

The same core artists work on your game each cycle, so new content matches what players already own.

Sci Fi Gun – game art by Hexar Studios

03

Fast turnaround on fixes

Small fixes and variants are handled quickly, so a bug or a late design change does not block a release.

Fire Gun – game art by Hexar Studios

Services for live-service games

Female Assassin – game art by Hexar Studios

3D Character Art

Heroes, NPCs and full rosters

Giant Robot – game art by Hexar Studios

Hard Surface Art

Weapons, vehicles and mechs

Apocalyptic Girl – game art by Hexar Studios

Concept Art

Direction, sheets and key art

Hair Female Straight – game art by Hexar Studios

Real-Time 3D Hair

Hair cards and grooms for real time

Selected work for live-service games

A few pieces from our portfolio. Click any image to see it full size.

Female Assassin – game art by Hexar Studios

Planning your next season of content?

Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.

Shipped titles we contributed to

Deceit – game art by Hexar Studios

Live service · PC

Deceit 2

Concepts, characters, props and environments for Worldmakers

Ghostbusters Spirits Unleashed – game art by Hexar Studios

Characters · Creatures

Ghostbusters: Spirits Unleashed

Ghost and character design with IllFonic

Predator Hunting Ground – game art by Hexar Studios

Characters · Weapons

Predator: Hunting Grounds

30+ playable characters and weapon sets for IllFonic

Live-service game art questions, answered

Not covered here? A 20-minute call with a lead artist usually answers the rest.

How big is a typical content batch?

It depends on your roadmap. Some teams book a handful of hero skins per season, others a steady weekly flow of props and variants. We size the team to the batch.

How do you keep new content consistent with older seasons?

The same core artists stay on your game, working from your style guide and a shared material library.

Can you handle urgent fixes before a release?

Yes. We agree a turnaround for fixes and small variants at the start, so urgent requests have a clear path.

Do you create battle pass and cosmetic content?

Yes. Characters, outfits, weapon skins, emotes props and other cosmetics are a large part of our live-ops work.

What producers say about working with us

Characters arrived optimized for our pipeline, and every milestone landed on time.

Placeholder testimonialArt Director, PC and console studio

Realistic 3D character by Hexar Studios

The assets dropped into Unreal Engine with almost no fixes on our side.

Placeholder testimonialLead 3D Artist, indie studio

Creature model by Hexar Studios

Consistent quality across a large batch, and they understood our technical limits.

Placeholder testimonialOutsourcing Producer, live-service game

Wyvern creature by Hexar Studios

Keep your live game stocked with new content

Share your season plan. We reply within one business day with a batch schedule and a quote.