Games & interactive experiences
Individual hero props, environmental assets, and coordinated sets prepared for real-time worlds and player-facing scenes.
Services / 03
Production-ready assets, built to belong to the same world.
I create stylized game-ready props and coordinated asset sets with a consistent visual language, clean topology, efficient UVs, tactile PBR materials, and organized delivery.
Ideal for games, interactive experiences, original IP, and real-time production pipelines.

Service overview / Production-ready assets
This service covers individual stylized props and coordinated asset sets, developed from the first model through final export.
I can work from approved concept art, existing style guides, or a focused collection of references. Each asset is designed to support the project’s world while meeting its technical needs.
The result is a cohesive, optimized package with clear naming, consistent materials, reliable texture setup, and files that are straightforward for a production team to use.
A good fit for / Production needs
Individual hero props, environmental assets, and coordinated sets prepared for real-time worlds and player-facing scenes.
Flexible asset production for small teams that need a distinct visual language and a reliable, organized handoff.
Stylized props created to match an established art direction, naming system, texture setup, and technical budget.
Polished 3D assets that can support interactive showcases, product storytelling, promotional imagery, and virtual experiences.
What’s included / Asset production
Collision meshes, LODs, engine setup, and source files can be added when specified in the project scope; they are not included by default.
Workflow / From model to engine
We define the asset list, visual direction, intended use, target platform, engine, performance budget, texture requirements, and final deliverables.
Focused references establish the shared shapes, proportions, materials, scale, detail level, and modular relationships across the set.
Each asset is built with the form and character required by the art direction, then optimized into clean production geometry.
Assets receive efficient UVs, clean baked mesh maps, and PBR textures that remain consistent across the complete visual family.
Geometry, textures, scale, pivots, naming, and material setup are checked against the agreed technical requirements.
Approved assets, texture sets, preview renders, and production files are exported and organized for a clear handoff.
Deliverables / What you’ll receive
3D files
Texture maps
Production package
Optional deliverables
Collision meshes · LODs · engine import and setup · source files · alternate texture resolutions · process images and technical breakdowns.
Core tools
Blender · Substance 3D Painter · Marmoset Toolbag · Unreal Engine when required by the target pipeline.
Related work / Selected game-ready props
Project brief / What to send
You do not need to have every technical detail finalized. I can help organize the requirements and recommend a practical scope for the assets you need.
FAQ / Before we start
Pricing depends on the number of assets, visual complexity, polygon and texture requirements, material count, engine preparation, and final deliverables. Most production work is handled at an hourly rate with an estimated range, while clearly defined asset lists may be suitable for a fixed project estimate.
Yes. A project can focus on one hero prop or a coordinated family of assets. For sets, I establish shared rules for scale, shape language, materials, texel density, and presentation so every piece feels as though it belongs to the same world.
A game-ready asset is prepared for its intended real-time use with appropriate topology, UVs, baked mesh maps, texture setup, scale, pivots, naming, and export settings. The exact targets depend on the engine, platform, camera distance, and performance budget.
Yes. I can work from approved concept art, existing assets, and technical documentation to match the project’s proportions, shape language, materials, texture density, and file conventions. The client should have permission to use any third-party artwork supplied as reference.
They are available as optional additions when defined in the original scope. Collision rules, LOD targets, engine version, import settings, and any required material or prefab setup should be confirmed before production begins.
Yes. Review checkpoints are defined for important stages such as modeling, low-poly approval, baking, texturing, and final delivery. Major changes after a stage has been approved may affect the schedule and cost.
The timeline depends on the number of assets, visual complexity, technical requirements, texture sets, and review stages. A schedule and estimated range will be provided after I review the asset list and brief.
Source files can be included when specified in the agreement. Depending on the project, this may include Blender, Substance 3D Painter, Marmoset Toolbag, or Unreal Engine files.
Start a project
Tell me about the visual direction, asset list, target platform, and technical requirements. I’ll review the scope and recommend a clear production plan.
Discuss your project Seoul, Korea · Working with clients worldwide