Production partners for the
world's most demanding games.
Astel Games is a Shenyang-based art and co-development studio. 3D art, animation, cinematics, concept and full-cycle development — delivered inside your engine, your tools and your schedule.
See selected workWe work the way your team works.
Outsourcing usually breaks at the seams: naming conventions that do not match, engine surprises at integration, review loops that land in the wrong timezone. Astel Games is built the other way round. Our artists and engineers work inside your engine, your folder structure and your review tools — with English-speaking producers on your clock, and senior leads who have shipped the genres you are building.
You keep control of the vision and the build. We take the production weight — modelling, rigging, animation, cinematics, set dressing and integration — and hand back assets that drop straight into the game.
Eight disciplines, one production floor.
Recent deliveries.
Open-World Environment Set
Boss & Creature Character Pipeline
Tencent
Full-Cycle Co-Development
Riot Games
Virtual Human & Motion Capture Production
Most of our production sits under NDA. The case studies below describe scope, team size and process; client names appear only where we have written permission.
From brief to live-ops.
Scoping
A call, a reference pack and a target date. We come back with a written scope, a schedule and the named leads who will run it.
Art direction lock
Style frames and benchmark assets approved against your references — so quality is measurable before mass production begins.
Production pods
Your pod ramps in two-week sprints with weekly builds, a shared board and a producer who answers in your working hours.
Engine integration
Assets land in your engine, your naming scheme and your material standards — validated in-build, not just in the DCC tool.
Live support
Patch art, DLC and live-ops content on the same terms, with the same team that built the original assets.
Six things that keep your project on rails.
Pipeline-native
We work inside your engine, tools and naming conventions. No re-integration tax when the work changes hands.
Senior-weighted teams
Every pod is led by an artist who has shipped multiple titles. Hero assets are never carried by juniors alone.
English-speaking production
Standups, reviews, Jira and documentation in English, scheduled to overlap with your working day.
NDA-first, IP-safe
Client-owned source control, project-separated machines and accounts, and no portfolio reuse without written approval.
Scale on demand
From one concept artist to a forty-person pod, with consistent art direction across every seat.
Engine fluency
Unreal Engine 5, Unity and proprietary engines. We hand over engine-native assets with clean import paths — not just FBX files.
Your IP never leaves your control.
Studios lose deals over IP handling more often than over art quality. Here is how we run production by default — and we will sign whatever additional terms your legal team requires.
- Your repo, your history — we commit into client-owned source control or hand over a clean private repo at the end.
- Project-separated machines and accounts; no cross-project data access.
- Named users and per-project credentials, revoked the day a contract ends.
- No portfolio reuse, marketing use or showreel use without your written approval.
- NDA, IP assignment and work-for-hire terms signed before the first asset moves.
Send us a brief, a build or a rough direction.
We will reply with a scope, a schedule, a cost band and named leads — usually within one business day.