Alchemesh Studio produces game art for studios and developers: props, environments, characters, rigging and animation. Our Philippines-based artists work in whatever style the game needs and deliver assets that import cleanly into your engine.
Send your art direction, asset list and target engine. We agree the style, budgets and review steps first, then produce a single asset or a full batch alongside your team.
Bring us one asset type or the whole art list. Each piece is built to the same agreed standard, so props, levels and characters sit together in the finished game.
Stylized, realistic, hand-painted, low-poly, or a look of your own. Our artists have a wide range, and we put the ones whose strengths fit your art direction on your project.
Matching starts from what you already have: an art bible, existing in-game assets, concept art or references. The first asset is reviewed for style before the rest of a batch goes ahead, so the whole set lands on the same look.
A model that looks right in a render can still break in an engine. We agree the destination before production and check that assets come in with the right scale, pivots, materials and naming.
| Engine | What we agree before export |
|---|---|
| Unity | FBX or glTF, scale and axis, prefab-ready pivots, LOD groups and materials for your render pipeline |
| Unreal Engine | FBX, naming conventions, LODs or Nanite where your project uses it, collision and material instances |
| Godot | glTF 2.0, scenes and materials that import cleanly, with LODs and collision agreed per project |
| Roblox | Meshes and textures within Roblox Studio's import limits, with budgets set for the experience and its devices |
Performance targets are part of the brief, not an afterthought. We agree them per asset type, so the art fits the frame budget on your target hardware.
Before a full batch, a small pilot is often the clearest start: one or a few assets from your real list, made to your style guide and specs. It shows our quality, communication and turnaround on actual production work rather than on a test made for its own sake.
Whether a pilot is paid or free, and how large it is, is agreed case by case once we understand the production: the asset list, the style and how many assets the project needs.
Most of the game production we do for clients is covered by non-disclosure agreements, which is why it does not appear in public portfolios. We sign an NDA before your files and references are shared.
The pieces below are the studio's own work. Samples closer to your project can be discussed privately where agreements allow.
Game-ready props you can open in a live 3D viewer, and stylized low-poly environments. Each links to its full post on our ArtStation.
Yes. Client game projects are mostly under NDA, but the studio's own game props and environments are public: see the gallery on this page, our portfolio and our ArtStation. Samples closer to your project can be discussed privately where agreements allow.
Case by case. For a production with a defined asset list, we can agree a small pilot made from your real assets. Tell us about the project, the style and how many assets you need first, and we will propose the right way to start.
Unity, Unreal Engine, Godot and Roblox. If your team uses another engine, tell us its import format and constraints and we will confirm whether we can support it.
Yes. Send your art bible, existing in-game assets, concept art or references. The first asset is reviewed against your style before the rest of a batch is produced.
Yes. Characters can be delivered modeled, textured and rigged for your engine, and animated where the scope includes it. Share your skeleton or rig requirements and your animation list.
Yes. Ongoing production can be scoped around an asset list, batch sizes and review milestones, with communication and delivery fitted to your team's workflow. The 3D outsourcing page explains how that collaboration works.
Find the studio on: ArtStation, LinkedIn, Upwork, Facebook