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Technical art, engineering, and tooling for studios that ship.
The unglamorous work that makes the glamorous parts possible. We come in when pipelines catch fire, budgets are folklore, or the frame rate is a rumour.
Asset ingestion pipelines
DCC to engine without the weekly fire drill. Naming, validation, automation, artist-safe tools. Proof: live-title scars on XCOM Legends.
Engine selection and project setup
Right stack, right defaults, so year one is not archaeology.
Technical budgets and art limits
Frame time, memory, draw calls, LODs — constraints artists can design against. See Songs of Silence and Beastcraft VR.
Optimization to 9 hells
Profiling, systems cleanup, VFX cost control. We squeeze until it sings.
AI harnesses — visual gen and code gen
Model routing, style locks, review gates, repo context, evals. Generated work stays inside your architecture.