Most of our game work is for clients and covered by NDA, so we built a library we can show. It holds 29 wearable props so far, with more on the way, in three families: headgear, eyewear, and belts and neckwear. Every piece is live on the Alchemesh AR platform, where anyone can turn it around in 3D or place it in their room from a link, with no app. This is what went into it, measured from the published files.
The brief we set ourselves
Game studios ask for proof before they share a brief. Renders show style, but not whether an asset holds up when someone can turn it around, look underneath it and see it at real size. We wanted every piece to answer that question on its own.
So the target was game-ready props that also work outside an engine: one link per piece, opening in a browser on a phone or a computer, with nothing to install.
9 headgear pieces, from a cyberpunk Oni helmet to a woodland antler helm
10 eyewear pieces: goggles, visors and HUD glasses
10 belts and neckwear pieces: chokers, utility belts and a katana set
What each piece is made of
We measured six published files, two from each family. Each uses a single material with a full set of four 2048-pixel texture maps: colour, surface detail (the normal map), one combined map for how metallic, rough and shadowed each area is, and glow. One material per piece means one texture set to load and one place to adjust the look.
Triangle counts follow the shape rather than a fixed budget: 2,950 for a plated belt, about 21,000 to 26,000 for a hat, a choker and a pair of goggles, and 57,000 to 66,000 for the two most sculptural pieces, a HUD visor and the Oni helmet.
Real size, so AR tells the truth
AR is only convincing at the right scale. Each piece is built in real-world units, so it arrives at its true size: the Oni helmet is about 35 cm wide and 48 cm tall, the Aurelius goggles about 18 cm across, and the Astral Covenant choker about 32 cm.
It is the same check we run on product work, where a chair or a lamp that is a few centimetres off is the first thing a customer notices in their own room.
What the files taught us about size
The six files range from 4.1 to 7.5 MB. Geometry is the small part: between three quarters and nearly all of each file is the four texture maps, saved as JPEG.
We tested converting only the textures to WebP, at the same resolution and with the geometry untouched. Three of the files shrank by 58 to 75 percent: 7.4 MB to 3.1 MB for the Oni helmet, 5.5 MB to 1.8 MB for the Arcane Plume hat, and 5.3 MB to 1.3 MB for the Stormbound belt. On a phone connection, that is the difference between a model that appears while someone is still deciding and one they wait for.
That is the next step for the library: compress the textures, keep the resolution, and check every piece by eye before it goes back live.
See it for yourself
The library is live in the AR portfolio. Open a piece on a computer to turn it around in 3D, or on a phone to place it in your room. If you are planning game props or wearables that need to work in an engine and in a browser, we can scope that with you.
Find the studio on: ArtStation, LinkedIn, Upwork, Facebook