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Art production that grows
with your game
Visual direction, concept art and production art for new studios, planned in phases so founders know what each step covers before it starts.
Related work: Art direction for Wild Rage · Multi-disciplinary game art for Bubble Quest of Vikings
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01 · The Segment
Game startups face key art production decisions early, whether their founders are experienced developers or building a first title. Some already have a visual direction and pipeline; others need help establishing both. In game art outsourcing, the right scope depends on what the team has in place and what its next milestone must achieve.
Art for first titles: concept art · characters · environments · props · UI/UX
FEATURE 01
Early-stage studios may need to establish or refine their art bible, file naming conventions, review stages and handoff requirements. Defining these standards before large asset batches begin can reduce inconsistencies and unnecessary rework.
Art priority: a style guide and simple conventions set before volume production
Agreed at the brief: who approves, how feedback is given, file conventions
FEATURE 02
Each early milestone asks for different art: testing a concept, preparing a pitch, pre-production or a first playable section. Depending on the goal, that may mean exploring several visual directions or producing a defined set of assets at the agreed quality, without committing the budget to the full game. Our guide to vertical slice art scope explains how to size it.
Art priority: the level of finish the milestone needs, no more and no less
Agreed at the brief: what the next milestone must show, and to whom
FEATURE 03
In a new studio, founders often see each cost directly. Phasing the art, from direction to a first slice to production, lets the studio decide at each step instead of committing everything upfront. For budget context, see our overview of game development cost.
Art priority: phased scope, reuse, clear change rules
Agreed at the brief: phases, milestone payments, what triggers a scope change
FEATURE 04
A startup's art is part of its value, so ownership has to be clear from the first agreement. Who owns the final files, what is excluded and how confidentiality works should be written down before production. Our guide to what belongs in a game art outsourcing contract lists the essentials.
Art priority: clean, transferable source files
Agreed at the brief: IP transfer, exclusions, NDA, portfolio rights
02 · The First Title, Step by Step
A phased plan keeps decisions small and visible. The steps below are a common structure; your project may combine or skip them.
Mood boards, concept art and a short style guide define how the game looks. A clear concept art brief makes this step faster and cheaper.
We produce a defined set of characters, environment assets and UI at the agreed quality level for your first playable slice. Your development team handles gameplay, engine integration and the playable build.
With the direction approved, the asset list grows into production batches in the same style, reviewed at agreed milestones.
Organized source files are handed over, so the art can be extended later by your own team or by us.
03 · Production
We agree the phase, scope and deliverables first, then produce to them. Each batch goes through an internal art review by our lead artist before you see it.
Possible scope, confirmed at the brief:
| Deliverable | Detail |
|---|---|
| Mood boards, concept art and style guide | The visual direction of the game |
| Art direction | Leading the look across disciplines, where the team has no art lead |
| Characters, environments and props | 2D or 3D, in the agreed style |
| UI/UX | Screens, layouts and interface graphics |
| Key art | Listed in our concept art services; scoped separately, not shown in the cases below |
| Source files and handoff | Organized, named, editable files |
| Task | Who does it |
|---|---|
| Game vision, design and final approvals | Founders and your team |
| Visual direction and art production | Nasty Rodent, to the agreed scope |
| Engine integration, programming, prototyping | Your team; not part of our services |
| Pitch decks, fundraising, publishing | Your team; not part of our services |
04 · Founders
The right setup depends on where your studio is today.
| Your situation | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Idea and design, no art yet | A look for the game | Mood boards, concept art, style guide | Project-Based |
| Preparing a first playable or pitch | A defined set of assets at the agreed quality | Characters, environment pieces, UI for one slice | Project-Based |
| Funded and moving into production | A steady art team | Production batches in the agreed style | Ongoing Support |
| First artist hired, needs support | Extra hands under your lead | Artists inside your pipeline | Outstaffing |
05 · How We Work
Start with the model that fits your current phase; it can change as the studio grows.
How a project starts: a free initial consultation, a written estimate, agreed scope and timeline, then an advance payment that secures the team and start date.
A fixed scope, defined deliverables and milestone payments. Suited to a visual direction package or a first slice.
Monthly capacity allocated to your project, with volume that follows your schedule. One team keeps your style as production grows.
Our artists work inside your pipeline, under your art direction. You manage the process; we provide the capacity and the skill.
06 · Cases
We do not classify our clients as startups, and these projects are not documented as first titles. They show two kinds of work a new studio can need: leading the art direction and producing art across several disciplines.
For Whimsy Games, we led and developed the entire art direction, from concept art and character design to weapons, props, environment assets and UI/UX.
View the Wild Rage case
For Whaleapp LTD, we contributed to the full art production of a casual mobile game, from concept design and characters to environments and UI.
View the Bubble Quest of Vikings case06.1 · Cases
| Topic | Confirmed on our cases | Agreed with you at the brief |
|---|---|---|
| Art direction from concept to UI | Wild Rage | Your vision and approvals |
| Art across several disciplines | Bubble Quest of Vikings | Disciplines, style, asset list |
| Work for a client's first title | Not classified on our cases | Your project stage |
| Key art, pitch materials | Not demonstrated by these projects | Scoped separately |
07 · First Consultation
You do not need a finished art brief or asset list to start. These details help us scope the first phase:
Scope, deliverables and timeline are then agreed in a written estimate before any work starts.
| Bring if you have it | Why it helps |
|---|---|
| Game concept and genre | Sets the asset types and level of detail |
| Target platform and engine | Shapes budgets, formats and handoff |
| Visual references | Shows the direction you have in mind |
| Current stage and what the team already has | Defines which disciplines we cover |
| Your next milestone | Decides what the first phase must deliver |
Starting Your
First Game?
Tell us about your idea, your references and your next milestone. We typically come back with questions and a phased scope within 1–2 business days.