Technical Art

Your art, engine-ready.

We bridge art and engineering: shaders, lighting, tools and pipelines that let your artists reach the look they want — while the game keeps running fast.

  • Unreal Engine
  • Unity

From art direction to a working engine

We make the look reproducible, the workflow faster and the result cheap enough to run — on every platform you ship.

Shaders & materials

Signature looks, master materials and material libraries, stylized or realistic — easy for artists to use and cheap to render.

Lighting & look development

Custom lighting setups and post-processing that give your game a consistent, recognizable look — on PC as well as on lower-end hardware.

Tools & pipeline

DCC-to-engine pipelines, editor tools and automation that remove repetitive work and give your artists their hours back.

Procedural content

PCG and procedural setups that scale your world-building, so more content doesn't mean more manual work.

Where we make the difference

When to call us

  • Your art direction is set, but the look isn't there in the engine yet.
  • Artists lose hours on manual imports, exports and setups.
  • You need a material library or a consistent shading model.
  • The frame rate drops as content grows — see optimization.

Engines we work in

  • Unreal EngineMaterials, lighting, editor tooling and PCG, inside your project.
  • UnityShader Graph and custom shaders, lighting and editor tools, on your render pipeline.

Technical Art in action

Games where our technical art is on screen.

See all projects

Good questions

What does a technical artist do on a game?

A technical artist sits between the art team and the engine. We turn art direction into shaders, materials and lighting that work in-engine, build the tools and pipelines artists use every day, and make sure all of it stays within the game's performance budget.

Which engines do you work with?

Unreal Engine and Unity. We work in your project, on your engine version and with your conventions.

Can you work with our existing tools and conventions?

Yes. We adapt to your repository, naming, folder structure and review process, and our work drops straight into your build.

What happens at the end of a mission?

A clean, documented handover: your team keeps the shaders, tools and the know-how to maintain them.

Do you sign NDAs?

Yes, from the very first call. Your IP stays yours.

Let's get your art engine-ready.

Brief a technical artist