What we take on, and what we leave
We take props, hard-surface objects, environment pieces, texturing and optimisation. We do not take characters, creatures, animation, rigging, VFX or code. That boundary is deliberate: it keeps us good at one kind of work and makes us easy to slot beside your character team or another vendor. For an indie studio we can be the whole asset supply for objects. For a larger studio we are usually one of several external prop teams, working to the same style guide as the others.

















