[Under NDA] – Large-Scale 2D Art Department
[ case ]
Gaming
Industry 
Gaming
Industry 
[ client challange]
The game required hundreds of 2D characters and environments, but the publisher had no internal art staff and needed an external team to close the entire art task-set.

[ our work]
  1. Multi-stage sketch approval – 3–7 rough poses per character until shape is locked.
  2. Detailed line art → colour rendering → layer breakdown in Photoshop.
  3. Spine animation – rig, animate, export; each clip checked in Unity Profiler for performance.
  4. Tech-artist pass to ensure draw-call limits and memory budgets are met.
[ Key deliverables ]
≈2 000 sketches
450 final PSD character files
450 Spine animation files (two animations per character)
30 illustrated + animated planets
30 animated environments
10 UI/UX elements
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