Game Art & Cinematics
Trailers, in-game cinematics, pre-rendered cutscenes. Hero trailers, story cutscenes, marketing CGI, in-engine cinematics — full pipeline from layout to final color, for indie studios and AAA publishers alike.
What this service is
The bridge between gameplay and cinema. Hero trailers, pre-rendered cutscenes, in-engine cinematics, and marketing CGI — full pipeline from layout to final color, for indie studios and AAA publishers.
Pricing context
USA AAA outsourcing: $120/hr–$240/hr. EU mid-tier: €70/hr–€130/hr. DARK: $48/hr–$95/hr — senior-only, no junior pass-through.
How the price is formed
How we run it · 5 stages
Pitch & boards
Week 1–2Story beats aligned with the game narrative. Storyboard, mood boards, hero shots.
Previs / layout
Week 3–4Camera layout in engine or DCC. Animatic with placeholder animation. Edit locked.
Asset prep
Week 5–8Hero models, environments, FX. Hand-off to animation team with full reference and rig setup.
Animation & FX
Week 9–13Hand-keyed or mocap animation. FX sims layered in. Daily reels for the director.
Final render & post
Week 14–16Pre-rendered or in-engine final passes. Color, sound, music. Master file plus marketing crops.
Tools & technology
ZBrush + Maya / Blender
Standard AAA pipeline — high-poly sculpt, low-poly bake, normal/AO/curvature maps.
Substance Designer + Painter
Procedural materials, trim sheets, tileable surfaces. Same shop used by Naughty Dog and CDPR.
Marmoset Toolbag
Lookdev and bake validation outside the engine — fast iteration.
Unreal / Unity asset spec
We deliver to the studio's exact spec — naming conventions, prefab structure, asset budgets.
What you receive
- Hero trailers
- Pre-rendered cinematics
- In-engine sequences
Stack
Related portfolio work
Start a game art & cinematics project
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