iLogos is an award-winning game development company that turns into a 3D art studio when the occasion – our clients – call for that. We’ve worked in the game industry — and drawn, modeled, and animated 3D art for the projects within it — for about 15 years. We collaborated on art projects with small studios and giants of the industry; helped young indies to reach their publishers and crafted graphics for major IP-based projects.
Every detail of our art is thought through and crafted to convey elements of the story. Enhance the player’s experience and enjoyment of the game. iLogos art team will draw a 3D world for your game — and your players will love to get lost & found exploring it.
You come to us, and we talk about the game’s idea, the core gameplay, and what needs to be done in terms of 3D artwork. We figure out what you already have and what you don’t have, and set up an outline of things to know before we’ll be able to estimate timelines & budget (if you don’t already have one of those.)
At this stage, we’re finding what style will suit your world, story, and core mechanics the best: 3D styles aren’t uniform. We conceptualize authentic and relevant aesthetics for whatever art types you’ll need (or, present several samples & sketches of what this aesthetics might look like), – and we finalize it with you. This stage helps to make clear how we need to draw, in addition to what and how much time we have – for instance, we decide what type of modeling (low-polygon or high-polygon or another type) is the best option for your game.
To create a 3D art asset for, e.g., your character, we’ll need to craft a concept art of it, model it (this includes sculpting, texturing, setting specific rendering style, and other processes that depend on the type of modeling), rig and skin it, animate it and make sure it slots into the game engine in a perfect assembly with your gameplay & other game art if you have any. Every art asset we’ll draw will need such a process.
To manage this multi-level pipeline (because some art assets you’ll require are delivered earlier than others), we’ll split our work into short cycles, with meetings dedicated to your feedback on the ready pieces; time dedicated to editing/tuning up the work of technical artists/etc. At the end of this stage, you’ll receive a calendar with those production cycles – a roadmap – and the members of our art team will get it, too. Before moving on to the next stage, we’ll finalize the budget & timeline for production, too.
Artists get to work: they create concept art, model, texture, rig, skin, and animate within established style guidelines. Their work is recurrently sent to you and moved to technical artists to prepare for smooth integration into the game after you’ve greenlighted them.
Your audience holds vital insight into your game and our art assets, in particular. We listen to what they say (e.g., if environmental artists, technical artists, and game designers did a good job of making the game readable) and address the issues we can within our art department (edit/polish art, tune in lightning, work with contrast, etc.) That stage might happen within limited early access release, MVP release, or full-blown release, – whenever you want to gather feedback. If we’re handling the entire game development of your project, we prefer having it within a vertical slice/early access release.
If your game is built for regular updates to attract new audiences or if you’re planning a sequel/DLC release, we’re here to help you produce more 3D art for these occasions.
3D or three-dimensional art is the art that has height, width, and depth, and it’s considered more realistic than 3D art.
On freelance platforms or job boards, on websites like ArtStation and Patreon, on Twitter and LinkedIn, via referrals, and via googling for an art studio.
There are a lot of ways, some are more reliable (referrals) than others (Twitter), and some are more time-consuming (posting on LinkedIn and hiring in-house) than others (getting a partnership or a freelance contract.)
The rules of thumb in any of these cases are: look for their portfolio and works in your genre/niche; ask their previous clients about collaboration; (if you have time) ask them to do an art test.
First, an art design studio develops concept art. Then 3D artists with various specializations craft 3D models (via sculpting, unwrapping/backing, texturing, etc), rig and skin those models, animate them and send them to tech artists for rendering/tuning for the game engine.
It depends. Sketches for graphics for match-three puzzles can be completed within a week or two. Sketches for large-scale open-world games will take longer, especially if we’re talking character & environment art. For these sketches to then be upgraded into art assets, the art department will need narrative designers, game designers, art directors, and artists themselves to collaborate. Deciding on the look & animation of the character may (and does, in AAA+ games) take months.
We help you hit your goals faster thanks to our great expertise.
If you prefer to contact us, use this email: bizdev@ilogos.biz