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We're Different

The Co-Art-Dev Partner that you didn't know you needed

Who knew making games would be so stressful?
 

We understand! And we're here to help you take your game to gold, get your pitch greenlit, and give your art manager the breathing room they deserve.​

JOIN THE CLUB!

"Aside from the actual quality of the delivered work, y'all are just nice people to be around and I enjoy interacting with you."

THE SKILLS

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Character Modeling

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Customization

Work with our team in creating memorable characters for your game. We specialize in stylized characters, along with character customization systems!

WHY CLIENTS KEEP COMING BACK

DO MORE, CUZ WE GOT YOUR BACK

  WHAT YOU DO    +    WHAT WE DO  

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 YOU  Stakeholder Meetings

 PIE TRAP  Offload important, but tedious, responsibilities; giving you more time for meetings and team collaboration. 

 YOU  Creative Direction and Product Vision

 PIE TRAP  Management assistance and Leadership support, ensuring your creative vision is accurately expressed for proper execution

 YOU  Build an in-house dream team for your project's success

 PIE TRAP  Assign team members with specialty skillsets for your project's specific needs.

 YOU  Production Scheduling

 PIE TRAP  Give you pipeline diagnostics and assistance to meet your production deadlines

 YOU  Budget Management

 PIE TRAP  Strict quality management and review of deliveries, so you and your leads don't waste time and budget with in-house staff "fixing" incoming work.

THE PROCESS

PLAN
  • What are the goals?

  • What obstacles await?

  • Are there limitations?

  • What questions do you need help answering?

CONSULT

  • Research and Exploration if needed

  • Report on potential solutions for unknowns

  • Task break downs and distribution

PRODUCE

Full communication and regular check-ins to ensure that visual and creative direction is being met and feedback is implemented optimally and efficiently

DELIVER
  • "Drop-in" ready assets that are fully tested in your choice of engine; submitted with your choice of source control.

  • Source files are non-destructive and reproducable for ease of use by in-house team

REASSESS
  • Post-mortem. Review over production cycle.

  • What worked?

  • What didn't work

  • Documentation of pipeline, technical findings and feedback.

  • Suggestions moving forward with a budget-conscious and product-oriented mindset. 

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