Sugardew Island
Rokaplay
Tech & VFX
Custom Lighting, Optimization & VFX
Technical Art
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.
01What we do
We make the look reproducible, the workflow faster and the result cheap enough to run — on every platform you ship.
Signature looks, master materials and material libraries, stylized or realistic — easy for artists to use and cheap to render.
Custom lighting setups and post-processing that give your game a consistent, recognizable look — on PC as well as on lower-end hardware.
DCC-to-engine pipelines, editor tools and automation that remove repetitive work and give your artists their hours back.
PCG and procedural setups that scale your world-building, so more content doesn't mean more manual work.
02Toolbox
03Work
Games where our technical art is on screen.
Rokaplay
Tech & VFX
Custom Lighting, Optimization & VFX
04FAQ
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.
Unreal Engine and Unity. We work in your project, on your engine version and with your conventions.
Yes. We adapt to your repository, naming, folder structure and review process, and our work drops straight into your build.
A clean, documented handover: your team keeps the shaders, tools and the know-how to maintain them.
Yes, from the very first call. Your IP stays yours.
05More services
Our disciplines work best together. Bring in one, or the whole squad with a single point of contact.
Let's get your art engine-ready.
Brief a technical artist