Blog
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
Unity URP vs HDRP: Choosing Render Pipeline
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” Choosing between Unity’s two render pipelines used to be a straightforward feature trade-off: URP for reach, HDRP for fidelity, both actively developed, pick based on your platform target. That framing stopped being […]
11.09.2026
Material Editor in Unreal: PBR Materials Without Code
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game with two hundred props doesn’t necessarily need two hundred independently authored materials – reusable master materials and material instances can cover whole families of assets that share compatible material requirements. […]
10.09.2026
LOD (Level of Detail) for Real-Time 3D: Polygon Budget Guide
Most polygon budget conversations start with the wrong question: “how many polygons should this asset have?” There is no single answer, because the number depends on the asset’s role in the scene, the platform it ships on, how long and how closely the camera actually sees it, and which LOD tier is being measured. A […]
09.09.2026
How to Estimate Game UI/UX Scope Beyond Screen Count
Game UI/UX scope estimation is the process of turning a game’s interface requirements into a brief a studio can actually plan and price against. Screen count is where most briefs start, but it is only one input among several – reusable components, meaningful interaction states, platforms and input methods, localization requirements, accessibility needs, and delivery […]
04.09.2026
Turning a Character Roster Brief Into a Production Scope You Can Schedule
Character art scope estimation is the process of translating a character roster brief into a structured production plan – production tier, anatomy and rig class, unit complexity, and reuse volume – before a schedule or a quote gets assessed against it. A brief that lists character names and one-line descriptions isn’t a scope. It’s an […]
01.09.2026
A Practical Vendor Risk Register for Game Art Outsourcing
Vendor risk management in game art outsourcing usually gets skipped for the same reason seatbelts get skipped on a five-minute drive: nothing has gone wrong yet, so the extra step feels unnecessary. Then the vendor’s lead artist leaves mid-milestone, or the studio you depend on for every character asset takes on a bigger client and […]
14.08.2026
Time Zones in Game Art Outsourcing: A Working SLA Framework
Managing time zone differences in game art outsourcing is not a scheduling inconvenience you tolerate until the project ships – it’s an infrastructure problem, and like every infrastructure problem, it either gets designed deliberately or it emerges later through avoidable review and milestone delays. The vendor is skilled, the contract is signed, the kickoff call […]
13.08.2026
NDA, IP Protection & Contracts in Game Art Outsourcing: What Happens If Something Leaks
Most guidance on game art outsourcing contracts stops at the same three items: sign an NDA, get an IP assignment clause, require source file delivery. Those are necessary, and if you want the full mechanics of how to structure them into a procurement document, our guide to RFP and SOW practices covers that in depth. […]
12.08.2026
Game Art Outsourcing Companies in 2026: 10 Studios Compared
Search for game art outsourcing companies and you will find roughly a dozen lists, almost all of them written by studios that sell the same service. We checked seven of the highest-ranking ones in July 2026. Every one includes the studio that published it. Not one explains how the list was assembled, why the order […]
04.08.2026
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