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Game art outsourcing in 2D and 3D: characters, backgrounds, props and ongoing art for studios
We make game art: characters, backgrounds, props, icons and effects in 2D and 3D, in the style of your game and with an art bible that keeps it consistent. Files are delivered ready for Unity, Unreal or Godot, and for studios we offer ongoing game art outsourcing as a monthly block of hours. An asset pack starts at 2,400 PLN net.
- Price
- from 2,400 PLN
- Timeline
- 2-3 weeks
- Copyright
- Full
How much does game art cost?
An asset pack starts at 2,400 PLN net, demo art at 6,000 PLN, and monthly outsourcing of 80 hours at 9,600 PLN. You get an exact quote after the brief, with a list of art and a timeline. Yes. We make characters, backgrounds, props, icons and effects in 2D, and models, environments and props in 3D. Pixel art, 3D models and game UI have their own pages with their own packages.
- Price
- from 2,400 PLN
- Timeline
- 2-3 weeks
What you get in a game art project
Every file is named and exported to the conventions of your project, so it goes into the engine without rework.
Art bible
Style rules with examples: proportions, palette, light, outline and level of detail, as a PDF and a source file.
Characters
Character design with a sheet of views and palettes, and in 2D a split into parts for skeletal animation.
Backgrounds and environments
Backgrounds in separate layers for parallax, or modular pieces you can build a level from.
Props and icons
Weapons, resources, rewards and ability icons in one style and one size grid.
Engine files
Sprite sheets and atlases, transparent PNGs or FBX and glTF models, named to your conventions.
Source files
Layered PSD, Krita, Aseprite or Blender files so your team can keep working on them.
Art that looks like one game, not a set of asset packs
A game built from free asset packs and art by several people quickly shows that every element came from somewhere else: a different outline weight, different light, a different palette. Players may not be able to name it, but they see that the world does not hold together. Our job is art that looks like one considered game from the first screen.
That is why we start with the style, not with a file list. We agree character proportions, the palette, light direction, level of detail and how edges are drawn, and we write the rules down in an art bible, a short document with examples. We use it, your team uses it, and so does anyone who adds art to the game later.
We make 2D and 3D art: characters with character sheets, backgrounds and environment pieces, props, icons, effects and screens. Pixel art, 3D models and UI have their own pages because they follow their own rules, but within one project we bring them together into a consistent whole.
For studios that need an artist for longer, we offer monthly outsourcing: a fixed block of hours, a task queue agreed with your team and work inside your tools. Economic rights to everything we make pass to you once the invoice is paid.

Engines and formats we deliver for
Unity
Sprite sheets on an even grid, atlases, transparent PNGs and FBX models with scale set up for Unity.
Unreal Engine
FBX models with axes and units matching Unreal, and textures packed into the channels your engine materials use.
Godot
glTF models that Godot imports without conversion, plus 2D sheets and atlases with a frame description.
Custom engine
Files in the format you specify, with notes on sizes, pivot points and frame order.
Packages and prices
Net prices. Anything beyond a package is quoted before we start.
Asset Pack
A pack of art in the style of your game, when the direction is set and you need more hands.
from2,400 PLN
2-3 weeks
- Up to 12 2D assets: props, icons or environment pieces
- Style based on your art bible or references
- Transparent PNGs and an engine atlas
- Layered source files
Most chosen
Demo Art
Everything players see in the first minutes of a demo for a festival or your Steam page.
from6,000 PLN
4-6 weeks
- Art bible with palette and style rules
- Main character with a character sheet
- Backgrounds for one level in parallax layers
- Up to 20 props and icons
- Title screen
- Engine files and source files
Monthly Outsourcing
A fixed block of 80 artist hours a month, for a studio developing a game over a longer period.
from9,600 PLN
billed monthly
- 80 hours of work a month, 2D or 3D
- Task queue agreed with your team
- Work inside your tools and repository
- Hours summary at the end of the month
- Rights to all art made that month
Net prices in PLN, starting from the amount shown for the scope described. We reserve about 15% of the project time for revisions, so a bigger project gets proportionally more time for changes. Anything beyond the package is quoted before we start.
Package comparison
| Scope | Asset Pack | Demo Art | Monthly Outsourcing |
|---|---|---|---|
| Scope | up to 12 assets | first level of a demo | 80 hours a month |
| Art bible | yours | yes | updated as we go |
| Characters | none | main character | per queue |
| Backgrounds | environment pieces | 1 level in layers | per queue |
| Engine files | yes | yes | yes |
| Timeline | 2-3 weeks | 4-6 weeks | billed monthly |
How we work on game art
Brief1-2 days
Genre, camera, resolution, engine, the list of art you need and games you like.
1Style3-7 days
Style sketches on one character and one piece of a level, from which you pick a direction.
2Art bible2-4 days
Style rules written down with examples before most assets are made.
3Productionper package
Assets in batches, each checked in the engine or on a game screenshot.
4Export1-2 days
Atlases, sheets, models and source files named to your conventions.
5
We reserve about 15% of the project time for revisions. An early engine test saves the most: art that looks good in a graphics app can behave differently in the game, with camera movement and lighting.
What game art pricing depends on
The price depends on the number and complexity of assets and on whether the style is already set.
- 1
Style
Setting a style from scratch and writing an art bible is separate work that disappears when the style exists.
- 2
Asset complexity
A prop icon is different work from a character with a sheet of views or a background in several layers.
- 3
Animation
Every animation frame, or splitting a character into parts for skeletal animation, adds time.
- 4
2D or 3D
A 3D model with textures and LODs takes more steps than 2D art of the same element.
How not to overpay
- Prepare a prioritised list of art
- Share a build or game screenshots
- Set the style before ordering a large pack
- Combine requests into a monthly block of hours
Who we make game art for
Small indie studios
When the team has programmers but needs an artist to set the style and make most of the assets.
Solo developers
When the prototype runs on placeholder art and it is time for the real look.
Studios before a festival
When a demo has to look good by a fixed date: a trade show, a festival or a Steam page.
Studios in production
When you need ongoing help from an artist for several months without hiring full-time.
Mod and server creators
When custom content for an existing game needs art in a consistent style.
What to prepare before ordering game art
Send whatever you have. The more we know about the game, the faster we find the style.
0 / 6 ready
- A description of the game: genre, camera, platforms and target resolution
- Engine and file naming conventions
- A list of the art you need, with priorities
- Screenshots or a build with placeholder art
- Games and art you like, and why
- An art bible or existing assets, if you have them
What we make in 2D and in 3D
| Game element | In 2D | In 3D |
|---|---|---|
| Character | frame-by-frame sprites or parts for skeletal animation | a low poly model with textures and a rig |
| Background and environment | parallax layers or a tileset | a modular kit for building levels |
| Props | icons and sprites on one size grid | props with PBR textures and LOD versions |
| Effects | frame sheets for explosions, spells and hits | textures for a particle system |
| Interface | HUD and menu elements prepared for 9-slice | in-world UI built from 2D elements |
Outsourcing game art without losing the style
What to watch for when part of your game art is made outside your team.
An art bible before the first asset pack
The most common problem with outsourced game art is style drift: each new pack is slightly different, and after a few months the game has three versions of the same look. An art bible prevents it: a document that shows with examples how characters, light, outlines, materials and detail look in your game.
If you already have an art bible, we work to it and add the rules that are missing. If you do not, we prepare one at the start of the project, because that is the cheapest moment to set the style. Later, every change means reworking finished assets.
Test in the engine, not only in a graphics app
Game art works in motion, with a specific camera, resolution and lighting. A character that looks good in a large preview can disappear against a level, and a texture that is beautiful up close can shimmer at a distance. That is why we check the first assets in your engine or on game screenshots before making more.
If you can share a build or a test scene, work goes faster. If not, we ask for screenshots at the target resolution and a description of the camera, so the art is made at the right scale from the start.
Frame-by-frame or skeletal animation
A 2D character can be animated in two ways. Frame-by-frame animation is a separate drawing for every frame of movement: it gives the most character, but every new animation means more drawings. Skeletal animation, for example in Spine or the 2D tools built into Unity and Godot, moves parts of a single character: an arm, the head, the torso.
The choice affects how the character is drawn from the start. A character for skeletal animation is drawn in parts, with overlaps at the joints so movement does not reveal gaps. That is why we ask about the animation method in the brief, not after the character is designed.
A pack, a demo or ongoing outsourcing
An asset pack works when the style is set and you need a specific list of art: props, icons or environment pieces. Demo art covers the first public version of a game, for a festival or a Steam page, where the first impression matters most.
Monthly outsourcing is for studios developing a game over many months. You have a fixed block of 80 hours, and we agree the task queue with your team, so one month can be characters and the next effects and interface. We summarise the hours at the end of each month.
Rights to the art and source files
Once the invoice is paid, we transfer the economic rights to the art within the fields of use described in the contract: in the game, in marketing, on sales platforms and on merch. We also hand over source files so your team can keep developing the art without us.
We do not use assets from image generators or paid asset packs without your consent and a licence that allows use in a commercial game. If a project includes an element from an external library, we tell you where it comes from and under which licence.
Questions before you order
Let us start with a talk about your project
A free online consultation or a quote in the calculator.