

Initial sketches exploring silhouette, personality and theme fit before a direction is locked. We present multiple directions early, while changes are still cheap, instead of one polished option late.
The lead character players associate with the game, designed for instant recognition. Designed to stay recognizable across every game screen, animation and marketing asset.
Friendly, brand-carrying characters built for use across the game and its marketing. A strong mascot becomes part of your studio's visual identity, making future titles easier to recognize and market.
Antagonists with distinct silhouettes and expressions that read clearly even at small scale. The best villains are recognizable in outline alone, before a single color is applied.
Outfit, pose and expression variants needed for different game states and bonus rounds. Planning these from the concept stage avoids redesigning a character mid-production.
Characters built with clean layer separation and rigging points for animation. Whether our own animators take it next or yours do, the handoff is clean either way.
Expression sets make every interaction feel more dynamic and reinforce the character's personality throughout the game.



We gather theme, tone and any existing brand reference before sketching begins. This includes any character constraints from an existing franchise or established mascot. Most of this happens in a single kickoff call, not a long back-and-forth over email.
Multiple silhouette and personality directions are presented before one is chosen. Feedback at this stage shapes the character while it's still just a sketch, not a finished render.
The chosen direction is refined into a final character with full color and detail. Every refinement pass is checked against the original silhouette so the character doesn't drift from what was approved. This is usually where a character goes from promising to genuinely memorable.
Required poses, outfits and expressions are produced from the approved design. These get built in batches once the core character is locked, so nothing holds up production downstream.
Final files are layered and rigged for a smooth handoff into animation. We flag any structural issues before delivery, not after an animator opens the file. A clean handoff here saves the animation team real time later.





Can you design a character from just a theme idea?
Do you design mascots for branding beyond the game itself?
How many concept directions do we get before final approval?
Can you redesign or modernize an existing character?
Are characters delivered ready for animation?
Do you design full character casts for a single slot?
Can your team match an existing franchise's character style?
Can you design characters across multiple slots so they share a connected universe?

