Boss and creature production from silhouette to game-ready asset: sculpt, retopology, UV, PBR texturing and in-engine validation. Every creature ships with LODs and collision, so art and engineering review the same build.
Character art, Hard-surface modelling, Rigging & skinning
Category
Characters
Boss & Creature Character Pipeline — cover artwork
Artwork from our archive. High-resolution originals are available on request under NDA.
Production stills
The brief
What the client needed.
Creature work fails late, not early: a sculpt that reads well in isolation gets rejected in-engine, after retopology and texturing are already paid for. The client needed a pipeline that caught silhouette and scale problems before the expensive stages, not after.
How we ran it
Started every creature with a silhouette pass at 15% zoom — if the read failed, we fixed shape before adding detail.
Dropped the sculpt next to the player character in-engine on day one, so scale problems surfaced immediately.
Defined damage logic early: armour thins at joints rather than at the chest, which players read without being told.
Baked high-to-low with clean topology, consistent UV layout and the client’s naming rules.
Validated LODs and collision in-engine before handover, so art and engineering reviewed the same build.
Result
Creatures that pass in-engine review without a re-sculpt cycle.
Assets delivered with LODs, collision and PBR sets — integration-ready.
A silhouette-first checklist the team now applies to every creature brief.
Fewer revision rounds: most rejections were caught before texturing.