
Seven services that are not compartments: they almost always overlap. A project can start as a concept art exploration and end up needing the guide that keeps everything after it coherent — or arrive with art already made and need only the direction that puts it in order, or the set built in 3D so it can be shot.
What changes from one to the next is not the craft, it is the stage: how much is decided when we come in, and how much has to be decided when we leave.

IP development
We give visual shape to new intellectual properties from their earliest stages, defining worlds, characters, atmospheres and key elements.
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Art direction
We define the visual line of the project so that style, color, composition, tone and atmosphere all pull in the same direction.
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Concept art
We explore characters, environments, creatures, objects and settings to turn early ideas into concrete proposals.
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Creature design
We shape creatures that hold up: silhouette, anatomy and behaviour, with the sheets modelling and animation need.
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Illustration
We make considered, expressive pieces to present, communicate or reinforce the artistic identity of a project.
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Visual development
We build and refine the visual language of the project so every element fits within one aesthetic narrative.
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3D modelling and set dressing
We build and dress the set in 3D, with breakdowns and material sheets, so the design reaches the production team ready to shoot.
See service →How we come in
On fixed scope when the brief is defined — a character set, a sequence, a campaign piece — or on artist time when the production is still moving and the scope is going to change. Either way, we sign an NDA before we see material.
Shall we talk?
Tell us the project and the stage it is at.
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