
Concept art services for games
Characters, environments, creatures and weapons. Visual development that locks your art direction before expensive production begins.
- NDA before any files are shared
- Engine-tested before delivery
- Two revision rounds per milestone
A concept art studio built for game production
Concept art is where ideas get tested before they become expensive to change. Does the silhouette read? Does the environment belong in the same world? Will the design survive the move into 3D? Answering those questions early saves weeks of rework.
Hexar Studios works with game teams from the first mood boards to polished, production-ready sheets. Our concept artists have shipped across realistic AAA, stylized and mobile titles, whether you need one hero character sheet or a full visual development package.


Concept art highlights
Character, creature and environment concepts across realistic and stylized projects.










What our concept artists deliver
Every game has its own visual language. Your concept art should speak it.

Character concept art
Heroes, NPCs, villains and full rosters: silhouettes, costumes, variations and proportions, on sheets your 3D team can work from.

Environment concept art
Mood paintings, biome studies and key locations that set look, lighting, scale and atmosphere before blockout.

Weapon and prop design
Designs that balance creativity and function, with orthographic views, material references and construction details.

Creature concept design
Anatomy studies, silhouette explorations and detailed sheets for monsters, mounts and fantasy creatures.

Visual development and style frames
Color scripts, visual pillars and key frames that define a new IP or a new chapter of an existing one.

Key art and marketing illustration
Hero illustrations, cover art and storefront banners that represent your game consistently.

Need concepts that lock direction fast?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
Our concept art pipeline
Options are explored fast and cheap first, so you only pay for rendering on the right idea.
Brief and reference lock
Genre, tone, platform, art bible and what the concept must achieve in production are agreed before anyone sketches.
Silhouettes and thumbnails
Several directions explored quickly in black-and-white silhouettes or thumbnails, giving you strong options to react to.
Rough sketch and composition
The chosen direction becomes a rough sketch or greyscale composition. Two revision rounds per sketch are included.
Color and rendering
Color, lighting and materials, reviewed at flat color, first render and final render so changes happen before lock.
Callouts and production sheets
Front, side, three-quarter and back views with color codes, plus scale and material notes for environments and props.
Handoff and iteration support
Layered source files delivered. Your modelers can come back to the original artist with questions during 3D production.
Deliverables and technical specs
Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.
File formats
Layered PSD plus flattened PNG and JPG at final resolution.
Resolution
3,000 px on the long edge minimum; 4K or 8K for key art.
Character sheets
Front, side, three-quarter and back views with color codes.
Environment concepts
Wide establishing shot plus optional detail vignettes.
Prop and weapon design
Orthographic views, scale references and material callouts.
Rough options
Three silhouette or thumbnail options per brief by default.
Style range
Realistic, semi-realistic, stylized, hand-painted or anime.
Direction notes
Written notes accompany every final piece.
Revisions
Two rounds per milestone, with extra scope agreed upfront.
Photoshop
Layered PSD delivery
Blender paintovers
ZBrush sketches
Projects that used this service

Deceit 2
Concepts, characters, props and environments for Worldmakers

Ghostbusters: Spirits Unleashed
Ghost and character design with IllFonic

Wanderer: Fragments of Fate
VR characters, props and environments with Mighty Eyes
Concept 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 work in our existing art style?
Yes, we work in your style. Share your art bible, final artwork or an in-progress style frame and our artists match tone, line quality, rendering, color treatment and level of detail. If your style is still forming, we can explore a few directions first.
Do you offer full visual development or just individual pieces?
Both. Some studios need a single hero character or environment; others need a full package covering characters, environments, weapons, props, key art and style direction. We scope to what your project needs.
How long does one concept piece take?
A single character from silhouette to final usually takes one to two weeks, a rendered environment key frame two to three weeks, and a hero key art illustration three to four weeks. Milestones are confirmed before production.
Can your concept artists work directly with our 3D team?
Yes, and we encourage it. Optional iteration support during 3D production lets your modelers ask the original concept artist instead of guessing from a single image.
Do you handle both quick ideation sketches and full key art?
Yes. Our team covers everything from quick internal ideation sketches to fully rendered marketing illustrations. Because effort varies widely between the two, we scope and quote each brief individually rather than using a flat rate.
How do you handle NDAs and IP?
We sign your NDA before you share any references or briefs. Final artwork IP transfers to you on payment, source files are included, and we never show client work without written permission.
What producers say about working with us

Ready to lock your game’s visual direction?
Share your brief and get a written scope, timeline and quote within one business day.


