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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

In short

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.

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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.

  • Game and studio logo · Game Logo

    A title logo in a full and a simplified version, legible in the small capsule.

    from 1,400 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 2,400 PLN
  • Game trailer · Teaser

    A teaser up to 30 seconds from your gameplay footage, for the announcement and the Steam page.

    from 1,200 PLN

Total from5,000 PLNnet

Ask about the kit

Kit

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.

  • 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 6,000 PLN
  • Game UI design · HUD and Menus

    A HUD and up to 4 menu screens, exported for 9-slice and an atlas.

    from 2,400 PLN
  • Game trailer · Trailer

    A trailer up to 90 seconds with a shot list, in 16:9 and vertical versions.

    from 2,900 PLN

Total from11,300 PLNnet

Ask about the kit

Kit

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.

  • 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 4,400 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 4,200 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.

    from 5,400 PLN

Total from14,000 PLNnet

Ask about the kit

Mistakes 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.

What to prepare at which stage of the game

Not everything is needed from day one of production. We suggest the scope based on the stage your game is at.
StageWhat we designWhy
Prototypeart bible, first assetsstyle set before most of the art is made
Steam pagegame logo, key art, capsules, teaserwishlists collected long before launch
Demo and festivalfirst level art, UI, trailerstrong first minutes of the game
Announcement and launchlaunch trailer, press kit, studio identitymaterials ready for the media and creators
After launchupdates, seasonal capsule versionsart for further events and sales

Engine-ready files

We deliver art in formats your team can drop into the project without rework.

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.

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

Let us start with a talk about your brand

A free online consultation or a quote in the calculator.