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Game models tend to have a lot of technical requirements compared to CG models for broadcast / film. Our artists have experience working with Level of Detail models and damage states and can create clean meshes while considering factors such as mesh triangulation, instancing, mesh groups based on materials etc.
Characters: Our character modeling team is highly proficient in all kinds of character modeling and works primarily in Maya. The team has created a number of realistic characters for our showreel and some client projects. Key members of the team have considerable exposure to traditional sculpture and clay modeling.
Objects: Regardless of whether the pre-production / reference materials are based on concept art, blue prints, line drawings, CAD models or even low-resolution web photos our team will deliver. Our object modeling team works primarily in 3DS Max.
Vehicles: Vehicle modeling demands a great understanding of the form, materials & underlying mechanical structure of any subject. Understanding the interaction of the vehicle with physical forces, aerodynamics, distressing etc. are also critical. Our vehicle modeling team has created a wide variety of different vehicles for various projects. The team works primarily in 3DS Max.
Weapons: Weapon modeling demands enthusiasm for weapon technology in general and a solid appreciation for the materials and underlying mechanics used in the construction of the weapon. Game weapons need to be judiciously modeled from the player’s (camera) perspective so as to look right with minimal geometry. Our weapon modeling team works primarily in 3DS Max.
Environments: Since environment modeling usually starts after the level design stage we have ensured that all our environment artists have also worked as level designers so they have a better appreciation of the inherent technical and gameplay considerations.
After the level design stage our environment artists block the landscape, architecture and atmospherics of the environment and add detail as required. Creating a visually stunning, believable and immersive environment that enhances player experience needs a tremendous amount of planning, research and attention to detail.
There are a variety of techniques for modeling terrain, landscape, architecture, interiors and environment props, and our artists are fairly well versed with many such techniques. Our environment modeling team works largely in 3D Studio Max. The team has level design experience in Quake Radiant, Unreal Ed, Virtools etc. The team also has a basic exposure to landscape / environment creation tools such as Bryce & Terragen. They have also worked with vegetation plugins / middleware such as Speedtree / Xfrog.
Environments are amongst the most technically complex assets that need to be produced for games. There are a large number of technical aspects for environment modeling such as visibility, scene memory management, geometric consistency, UV mapping, creating terrain from GIS / Geospatial imagery DTEDs or TEMs, lighting etc.
CONCEPT ART
Our pre-production team can visualize and create high quality pre-production art (concept sketches, matte paintings, turnarounds etc.) for any style of project. The team consists of highly experienced concept and storyboard artists, matte painters etc. who work with traditional media as well as software like Photoshop, Painter, Illustrator etc.