Game art, made for your engine and your style.

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.

Props, environments and characters

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.

  • Props: hero props, set dressing and modular pieces, from blockout to final textures
  • Environments: modular kits, buildings, terrain and complete scenes built around your level layout
  • Characters: player, NPC and creature characters, sculpted, retopologized, unwrapped and textured
  • Rigging: skeletons and controls set up for your engine and your animators
  • Animation: gameplay cycles and short sequences, exported for your engine

Any art style, matched to your 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.

Delivered for Unity, Unreal, Godot and Roblox

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.

EngineWhat we agree before export
UnityFBX or glTF, scale and axis, prefab-ready pivots, LOD groups and materials for your render pipeline
Unreal EngineFBX, naming conventions, LODs or Nanite where your project uses it, collision and material instances
GodotglTF 2.0, scenes and materials that import cleanly, with LODs and collision agreed per project
RobloxMeshes and textures within Roblox Studio's import limits, with budgets set for the experience and its devices

Game-ready means within your budgets

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.

  • Polygon budgets and LOD steps per asset type
  • Texel density, texture set sizes and atlas or trim sheet use
  • Naming, pivots, scale and collision that match your project
  • Exports checked in your engine version before delivery

Starting with a pilot asset

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.

Confidential by default

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.

Public game work

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.

  • Cyber Oni Samurai Helmet: Traditional samurai armor meets cyberpunk technology: a red Oni mask with tusks, layered kabuto-style plates, tall horns and glowing circuitry. A stylized, game-ready character asset.
  • Arcane Mechanical Goggles: Steampunk mechanics with a touch of fantasy: layered metal parts, aged brass and illuminated arcane symbols in the lenses. A game-ready prop.
  • Bone Wraith Hood: Dark fantasy headwear with a skeletal silhouette: a weathered cloth hood, bone-like armor ridges, sharp horns and a skull-inspired face opening.
  • Cybernetic HUD Visor: Rugged field technology with a built-in digital interface: a large emissive visor, exposed mechanics, antennas and padded earpieces.
  • Wild West Town: A frontier town in stylized low poly: a classic saloon, the sheriff's office and wandering horses under the desert sun.
  • Viking Settlement: A Norse village in low poly form: longhouses, crop fields, a sacred central tree and surrounding pine forests.
  • Cyberpunk Alleyway: A dense neon city block with multilingual signage, compact architecture and moody lighting, built for game-world storytelling.
  • Pirate Cove: A playful island scene with a pirate ship, wooden docks and floating treasure, made for casual and mobile game worlds.

Project questions

Can I see your game work?

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.

Do you do art tests?

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.

Which engines do you deliver for?

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.

Can you match our existing art style?

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.

Can you deliver characters ready to animate?

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.

Can you work as an extension of our art team?

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.

Brief a game art project

Find the studio on: ArtStation, LinkedIn, Upwork, Facebook