Overview Game Asset Development
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Game asset development props, models and textures for games, web and AR

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Models built for a game engine, a browser or an AR viewer, with the LODs, textures and file formats each one needs. Made to your brief, or taken from our library.

Overview

A game asset is a 3D model built to run in real time: in a game engine, a browser or AR on a phone. We build props, furniture, vehicles and hard-surface products to a brief, and we keep a library of Indian props ready to use.

This page is the overview. It says what the term covers, which page to read for each need, and how the work is quoted. The studio is in Prabhadevi, Mumbai, a team of seventeen founded in 2025. Models are built in Blender with our own tooling and checked by hand before release. You can turn every library model on the 3D modelling section, and several can be placed in your room from there.

What it covers

  • 01

    Game-ready models

    Props and objects with a sensible polygon count, clean UVs, PBR textures and LODs, exported in the format your engine imports.

  • 02

    Hard-surface modelling

    Vehicles, machines, devices and products with crisp edges and even curves, built from drawings, CAD or photographs.

  • 03

    Props and environment sets

    Sets of objects that dress a scene, built to one scale and one texture standard so they sit together.

  • 04

    PBR texturing

    Material sets for models you already have, or for ours: base colour, roughness, metalness, normal and occlusion maps.

  • 05

    Unity and Unreal delivery

    Files named and arranged the way each engine expects, with lightmap UVs and collision meshes on request.

  • 06

    A library of Indian props

    38 models of Indian interiors, kitchen, lighting, street and wedding objects, each in three detail tiers and five formats.

From the studio

Hard-surface products we have modelled for films and stills. The game-ready library is on the models page.

Macro 3D render of the Gillette Fusion 5 razor head Gillette Fusion 5 — Product Film3d product rendering — hero campaign loop
American Tourister suitcase, frame from the 3D product film American Tourister — Suitcase3d product film — suitcase animation

What game asset development means here

In this studio, game asset development means building 3D objects that run in real time. A render model can be as heavy as it likes, because the image is calculated once. A game model is drawn sixty or more times a second on whatever device the player has, so it has to be light, clean and predictable. The same rules apply to a model on a web page and to a model in AR, which is why one department does all three.

We build the objects: props, furniture, vehicles, machines and products. We do not build characters, and we do not write game code or build levels. If you need the whole game made, we are the asset supplier to the team that makes it.

Which page to read for your need

Each service below has its own page with what you get, what to send and how it is quoted. Start with the one closest to your need.

Models from the library, or built to your brief

The library holds 38 Indian props and furniture models in six groups: interiors, decor and pooja, kitchen, lighting, street and vehicles, and weddings and events. There are also nine sim-racing cockpits and seats and a handheld-console study, which show the hard-surface work. Every model ships in three detail tiers with two further game LODs, in .blend, FBX, OBJ, GLB and USDZ, at real-world scale in millimetres.

Custom work starts from your brief: a concept, a reference board, a drawing, CAD or photographs of the real object. We agree the polygon budget, the texture resolution and the number of LODs before modelling, so the file that arrives fits the slot it was made for.

How game asset work is quoted

We quote per model, or per set when several objects belong together. Three things move the price of a model: the detail tier it is built to, the texture resolution, and the number of LODs. A fourth is what we start from, because an object with CAD or clear drawings takes less work than one modelled from a few photographs. Variants of one object, such as a second colour or a worn version, cost less than a new shape.

The quote lists each model or set, the tiers and formats included, the revision rounds and the schedule. We do not publish a rate card, because a brass diya and an auto rickshaw are not the same job. Our guide to game asset development cost explains what to compare between two quotes.

Built in Blender, checked by hand

Our models are built in Blender with the studio's own procedural tooling, then checked by a modeller. Every exported file is re-imported and inspected before release: n-gons, open edges, inverted faces, missing UVs and texture sizes are all looked at, and the GLB and USDZ are opened in a browser and on a phone. Tooling gives a set its consistency. The check by hand catches what tooling cannot see, such as a handle that looks wrong from a player's height.

How it runs

  1. 01

    Brief

    You send references, drawings or CAD, the engine or platform, and the polygon and texture budget if you have one.

  2. 02

    Quote

    We agree tiers, texture sizes, LODs and formats, and send a quote per model or per set.

  3. 03

    Model and texture

    Each object is modelled, unwrapped and textured. You check a turntable before export.

  4. 04

    Export and check

    Files are exported, re-imported and inspected, then opened in the engine or viewer you named.

  5. 05

    Delivery

    You receive the files, named and arranged as agreed, with a short note on each model.

Questions

How much does game asset development cost?

We quote per model or per set. The charge depends on the detail tier, the texture resolution and the number of LODs, and on what we start from. Send a few typical objects and the engine they are for, and we reply with a quote and a schedule.

What counts as a game asset?

Any 3D object built to run in real time: a prop, a piece of furniture, a vehicle, a machine or a product. We build these. We do not build characters or write game code.

Do you make models for Unity and Unreal Engine?

Yes. We deliver FBX for both engines, named and arranged as each one expects, with lightmap UVs and collision meshes on request. Each file is imported into the engine you name before it is sent.

Are your 3D models AI-generated?

No. The models are built in Blender with the studio's own procedural tooling and checked by hand. Every file is re-imported and inspected before it is released.

Can I see the models before I order?

Yes. Every library model is shown at full detail on our models page, and several can be placed in your room in AR from the same page. Custom work is approved on turntables at each stage.

Can the same model work for a game, a website and AR?

Yes. Each library model is built in three detail tiers from one source: High for renders, Mid for real-time, Low for web and AR. Custom models can be delivered the same way.

Where is the studio, and do you work with teams abroad?

The studio is in Prabhadevi, Mumbai. We work with studios and platforms across India and abroad over video calls and shared review links. Mumbai teams can visit.

Keep going

Get in touch

Send a few reference objects and name the engine or platform. The quote comes back per model or per set, with a schedule.

Clients

Developers, brands and studios we have made work for.

  • Piramal NextGen
  • Raymond
  • Clinique
  • Delta Corp
  • Gillette
  • Piramal Peninsula
  • JM Group
  • The G Story
  • Empire Living
  • Engage
  • Arch Sterix, Nigeria
  • The Croffle Guys
  • Bombay Design Lab
  • AND Design Co
  • QPC Group, Australia