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Services Art & audio

Art & audio pipelines, set up with your leads.

We work with your art director and audio lead to put agents into the steps that take the most hours: variations, retopology, UVs, rigging, retargeting and sound passes. Your artists keep the creative calls and approve every asset.

How it runs

One character through the pipeline.

  • Handled by an agent
  • Faster with AI
  • Your team signs off

Example run

What a day of it looks like.

An illustrative log of the setup at work. Your tools, numbers and review points will differ.

  1. Your team

    Art director approves the brief: armoured knight, stylised low poly, 6k triangle budget.

  2. With AI

    Concept variations: 12 generated from the approved reference set, 3 shortlisted by the artist.

  3. Agent

    Retopology: 48,210 triangles reduced to 5,940, within budget.

  4. Agent

    UV layout: 2 overlapping islands found, fixed and repacked at 94% use.

  5. Agent

    Rig: studio humanoid skeleton, 52 bones, weights checked on every joint.

  6. Agent

    Sound: 8 sword swing variations, normalised to the project loudness target.

  7. Your team

    Artist review: approved, with one note on the helmet silhouette.

What we set up with you

The pieces behind it.

Most of the work is plumbing and rules: which model handles which step, what gets checked, and where a person signs off.

  • Model choice per stepImage, 3D, motion and audio models picked per task and run on your accounts.
  • Style referencesGuided by your own approved art, with the reference set recorded.
  • Bridges into your toolsAgents script your 3D and audio software directly, so output lands as editable files.
  • Validation checksPolycount, naming, UV overlap, skeleton and loudness checks before anything moves on.
  • Engine importExport presets and import settings matched to your engine and folder layout.
  • Provenance logEach generated asset tagged with its model, inputs and approver, for store disclosure.

Where it fits in your studio

Your software

The 2D, 3D and audio tools your team already uses, and your engine.

Your standards

Budgets, naming and rig conventions become checks every asset must pass.

Your approvals

Nothing reaches the engine without an artist signing it off.

Your IP

Nothing trains on your assets without your written agreement.

Starting out

A first pilot.

A first pilot takes one asset type, such as props or creature variants, through the whole chain.

From you

Access & a lead

Access to your tools, a sample of approved assets, and a lead who can review each week.

From us

A working setup

A working pipeline for that asset type, its checks, and hours per asset measured before and after.

Next step

Tell us what you're making.

A few lines is enough. We'll reply within one to two business days with a suggested starting point.