Art for game studios and indie games: key art and a Steam page, game logo, UI, assets and trailer
We design for game studios and indie developers: a game and studio logo, key art with the full set of Steam images, 2D art and 3D models for the game, the interface and a gameplay trailer. All in one style, with files ready for the engine or Steamworks. The starter kit lists the price of every element.
Game and studio logo
Key art
Steam images
In-game art
Interface
Trailer
Press kit
How much does indie game art cost?
The Asset Pack, up to 12 pieces of 2D art in the style of your game, starts at 2,400 PLN net. A game logo starts at 1,400 PLN, and a capsule set made from your illustration at 900 PLN. The price of every kit is shown next to the kit. Yes, that is the Capsule Set package. Please send the illustration at the highest possible resolution and in layers, because we compose each capsule separately.
- Starter kit
- from 5,000 PLN
- In the kit
- 3 projects
What a game studio needs
Art inside the game and materials that sell it before launch.
Game and studio logo
A title that reads on a small capsule and on the title screen, plus a studio mark for the intro and profiles.
Key art
The main illustration of the game, the source of Steam images, press materials and posters.
Steam images
Store capsules, library images and the game page background in every required size.
In-game art
Characters, backgrounds, items and icons in 2D, or 3D models, in the style set out in the art bible.
Interface
HUD, menus, inventory and icons that read on a monitor and on a phone screen.
Trailer
A teaser for the announcement and a trailer for the Steam page, edited from gameplay captured in your build.
Press kit
Logo, key art, screenshots, GIFs and game facts in one folder for the media and creators.
A game that looks consistent from the capsule to the title screen
Players get to know a game piece by piece: first a small capsule rectangle in Steam search results, then the trailer, screenshots and description, and only at the end the gameplay itself. If the logo, key art, interface and trailer look like the work of different people, the game loses credibility before anyone launches it.
That is why we design game art and launch materials in one style. Key art, the game logo, capsules, interface and trailer come from one brief, and an art bible with the palette and style rules lets you add more art later, your own team included.
We work for small indie teams and for studios that are short of hands for assets. Art is delivered in engine formats: atlases and sprite sheets for 2D, FBX or glTF models with PBR textures for 3D, and interface elements prepared for 9-slice. We design the interface in Figma.
The portfolio includes Lunatic Studios, a game production studio whose brand we designed from scratch, and SCP: Control Loss, a game set in the SCP universe, for which we designed the logo and 3D models. We never show art from an unannounced game anywhere, and after launch we ask for permission before publishing anything.
Kits for game studios
Three kits: a Steam page for the game, a festival demo, and a launch with materials for the media. Each element is a package from our price list. Kit prices are the sum of the starting prices of packages from our price list, with no surcharge and no discount. The quote gives the exact scope and timeline.
Kit
Steam page
A game logo, key art with the full set of Steam images and a teaser for a game that is opening its page and collecting wishlists.
- from 1,400 PLN
Game and studio logo · Game Logo
A title logo in a full and a simplified version, legible in the small capsule.
- from 2,400 PLN
Key art, Steam assets and press kit · Key Art and Capsules
Key art from scratch, and from it the store capsules, library images and game page background.
- from 1,200 PLN
Game trailer · Teaser
A teaser up to 30 seconds from your gameplay footage, for the announcement and the Steam page.
Total from5,000 PLNnet
Ask about the kitKit
Festival demo
An art bible, art and interface for the first minutes of the game, and a trailer for the Steam page before the festival.
- from 6,000 PLN
Game art · Demo Art
An art bible, the main character, backgrounds for one level, up to 20 items and icons, and a title screen.
- from 2,400 PLN
Game UI design · HUD and Menus
A HUD and up to 4 menu screens, exported for 9-slice and an atlas.
- from 2,900 PLN
Game trailer · Trailer
A trailer up to 90 seconds with a shot list, in 16:9 and vertical versions.
Total from11,300 PLNnet
Ask about the kitKit
Launch and media
A studio identity with an intro animation, key art with a press kit and a launch trailer in the full set of versions.
- from 4,400 PLN
Game and studio logo · Studio Identity
A game and studio logo, a studio mark animation for the intro, announcement templates and a trade show booth graphic.
- from 4,200 PLN
Key art, Steam assets and press kit · Key Art, Steam and Press Kit
Key art, the full set of Steam images and a press kit with GIFs and a fact sheet in two languages.
- from 5,400 PLN
Game trailer · Launch Trailer
A trailer up to 2 minutes with animated title cards, in 16:9 and 9:16 versions and cut-downs for ads.
Total from14,000 PLNnet
Ask about the kitMistakes in indie game art
Each one makes a game lose players before they see the gameplay.
A capsule made of cropped key art
Every capsule has different proportions, and the small capsule in practice fits only the logo and one motif. A cropped illustration loses legibility.
A logo unreadable at small size
An ornate title that impresses on the title screen turns into a smudge on a 462 by 174 pixel capsule.
Extras on the capsule
A review score or an award on base capsules breaks Steam rules, which allow only artwork, the game name and the official subtitle.
Assets without an art bible
Art from several people without shared rules differs in proportions, palette and level of detail, and the game looks patched together.
A trailer made only of title cards
A player on a Steam page wants to see how the game plays. A trailer built from the logo and captions does not answer that question.
Unlicensed music
A track without a licence covering Steam and video platforms can get the trailer blocked or muted by the platform.
Brands from this industry in the portfolio
Each brand comes with a note on what it does.
What to prepare at which stage of the game
| Stage | What we design | Why |
|---|---|---|
| Prototype | art bible, first assets | style set before most of the art is made |
| Steam page | game logo, key art, capsules, teaser | wishlists collected long before launch |
| Demo and festival | first level art, UI, trailer | strong first minutes of the game |
| Announcement and launch | launch trailer, press kit, studio identity | materials ready for the media and creators |
| After launch | updates, seasonal capsule versions | art for further events and sales |
Engine-ready files
2D art
PNG with transparency, engine atlases and layered source files.
Pixel art
Sprite sheets, JSON with frame data and Aseprite files.
3D models
FBX or glTF with PBR textures, unwrapped UVs and the Blender source file.
Interface
A component library in Figma and art prepared for 9-slice, with notes on behaviour.
Steam library logo
PNG with a transparent background that meets the Steamworks requirements for the library logo.
Indie game art step by step
Game style and the art bible
The best moment to order art is when you know what style the game should have, but most assets do not exist yet.An art bible, a set of style rules with examples, defines character proportions, the palette, lighting and level of detail.
With an art bible, further art fits together, whether we make it or your team does. If you already have your own rules or references, we work to them instead of imposing our style.
Game logo and studio logo
A game logo has to convey the genre and mood, fit on the small capsule and look good across the whole title screen.That is why we design a full and a simplified version from the start, and check every concept at the smallest size Steam will show it.
A studio logo has a different role: it appears in the game intro, on the website, in profiles and on a trade show booth, often in motion. It has to suit future games in different genres, so we design it more simply than a game title, and in the largest package we add an intro animation.
Key art and the Steam page
A Steam game page collects wishlists long before launch, and its images work in search results, on the front page, in sales and in the player's library.Each of these places has a different size and a different crop.
We start with key art, the main illustration of the game, painted at high resolution and in layers. Then we compose each capsule separately, with a logo that reads in the smallest version. It pays to have the logo before the capsules, because its shape sets the layout of every image.
An interface that does not get in the way
A game interface has to be readable in the heat of play: players read resource bars, indicators and buttons out of the corner of their eye.We design it in the style of the rest of the art, with button prompts for keyboard and gamepad, and for mobile games also in a touchscreen version.
The design is built in Figma as a library of components and screens, and the engine gets art exported for 9-slice and atlases, with notes on behaviour for the programmer.
A trailer from your build
A teaser up to 30 seconds is enough for a game announcement.A trailer for the Steam page shows the gameplay and what sets your game apart, and a launch trailer adds animated title cards, language versions and cut-downs for ads.
We edit from gameplay footage, and in larger packages we capture missing shots ourselves from your build. Music comes from your game or from a library with a licence covering Steam and video platforms.
A press kit for the announcement
A journalist or streamer who wants to show your game needs the logo on a transparent background, key art, a few good screenshots, a short description and the release date right away.If they have to ask for them by email, it is easy to put the story off.
A press kit gathers these materials in one folder, with file names that say what is inside and a fact sheet ready to copy. We deliver it with source files, so you can add new screenshots and the release date yourself.
Assets during production
A game developed over a longer period needs art regularly, not once.With monthly outsourcing you get a fixed pool of artist hours, 2D or 3D, with a task queue agreed with your team.
We then work in your tools and repository, and at the end of the month you get a breakdown of hours. The rights to all art from that month pass to you.
Questions before you order
Services this industry uses
- Key art, Steam assets and press kitKey art, Steam images and a press kitfrom 900 PLN
- Game and studio logoA title for capsules and a studio intro logofrom 1,400 PLN
- Game artCharacters, backgrounds and props, 2D or 3Dfrom 2,400 PLN
- Game UI designHUD, menus, inventory and iconsfrom 2,400 PLN
- Game trailerTeasers and launch trailers for Steamfrom 1,200 PLN
- 3D game assetsProps, environments and rigged charactersfrom 400 PLN
Let us start with a talk about your brand
A free online consultation or a quote in the calculator.