
We design creatures the viewer understands without anyone explaining them: how they move, what they feed on and what they fear.
A creature convinces when the anatomy carries the behaviour. So the work starts with weight and where the mass sits, and it is checked in the silhouette: if it is not recognisable in black on white, it is not finished yet.
What we deliver
- Silhouette exploration
- Runs in black on white, to settle the read before the detail.
- Anatomy and weight
- Where the mass sits, how it bears down, and what the animal can and cannot do.
- Creature sheet
- Orthographic views, scale against a human figure, and detail of skin, fur or chitin.
- Variants and castes
- The whole family, when the creature is not one but a group.
- Staging
- The creature in its environment and under the light it will appear in.
Where it fits
It comes in at the IP development stage, when the creature is part of a world still being invented, and in production too, when there is a script and one sequence needs one specific animal.
We design for whoever comes next. A creature that cannot be rigged or animated is not finished: the sheets carry what modelling and animation need, not only the illustration.
Part of this work is the studio's own library. It shows design judgment without depending on what a confidentiality agreement allows us to show, and it gives us something to discuss a direction with from the first meeting.

















Shall we talk?
Tell us the project and the stage it is at.
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