3D Game Development

A 3D game with responsive characters, a camera that behaves and visuals tuned to your players' hardware.

From $10,000 one-time

3D Game Development at Omebly
  • Founder-led
  • Fixed written quote in 48 hours
  • Milestone payments
  • NDA on request
  • Lifetime bug-fix support
Who it's for

Built for teams like yours

Indie founders

A focused 3D vertical slice that shows the game's feel and look before full production.

Studios scaling a project

Gameplay programmers and 3D artists who fit into your Unity or Unreal pipeline.

Brands and training teams

A 3D experience or simulation people can explore on PC, mobile or in a browser.

What you get

Everything in your 3d game development project

01

Engine and hardware plan

Unity or Unreal Engine 5 chosen for your platforms, with a clear minimum spec.

02

Character controller

Movement, jumping, climbing or driving tuned so the player feels in control.

03

Camera system

Third- or first-person camera with collision handling so it never clips through walls.

04

Animation trees and IK

Blended animation states and inverse kinematics so feet and hands land properly on uneven ground.

05

Combat or interaction systems

Target lock, hit detection, abilities or object interaction, depending on the genre.

06

PBR materials and lighting

Physically based materials, real-time shadows and baked lighting balanced for performance.

07

3D levels

Blocked-out, playtested, then dressed with modular art kits and collision meshes.

08

Platform builds

Builds for PC, mobile or web, prepared for Steam, Google Play or the App Store.

CHAPTER 01

3D game development services, from controller to final lighting

Omebly’s 3D game development services cover third- and first-person games built in Unity and Unreal Engine 5: action and adventure games, exploration games, driving games, simulations and 3D experiences for brands and training. We handle the gameplay programming, 3D art, animation, lighting and platform builds, so you work with one accountable team rather than several freelancers.

01.1

Why 3D needs a plan

3D brings depth, camera movement and a sense of place, but it also brings more decisions and more ways to go wrong. A 3D game lives or dies on three things: how the character moves, how the camera behaves, and whether it runs smoothly on the hardware your players own. This page explains how we handle each. For the wider service, see Omebly Game Development.

CHAPTER 02

What’s included in a 3D game build

Engine and hardware plan. We start by choosing between Unity and Unreal Engine 5. Unity is usually the stronger choice for mobile, web and mid-range PCs. Unreal is the stronger choice for high-end PC and console visuals. We also set a minimum supported device or PC spec, because every later art decision depends on it.

02.1

Character controller

Movement is the first thing a player notices. We tune acceleration, turning, jump arcs, slopes and steps until the character feels responsive, whether it walks, climbs, swims or drives.

02.2

Camera system

Third-person cameras need collision handling so they never clip into walls, plus smoothing so they follow the player without causing motion sickness. First-person cameras need careful field of view and head-bob settings. We build and test the camera alongside the controller, not after.

02.3

Animation trees and inverse kinematics

Characters use blended animation states for idle, walk, run and actions. Inverse kinematics places feet on uneven ground and hands on ledges or weapons, which removes the floaty look of cheaper 3D games.

02.4

Combat or interaction systems

Depending on the genre, this means target lock, hit detection, abilities and enemy behaviour, or picking up, inspecting and using objects.

02.5

Materials, lighting and levels

Physically based rendering (PBR) materials react correctly to light. We mix real-time shadows with baked lighting so scenes look rich but stay fast. Levels are blocked out in grey, playtested, then dressed with modular art kits and collision meshes. Our game art and level design page covers the art pipeline in detail.

CHAPTER 03

How we approach 3D: decisions and trade-offs

Grey-box first. Every level and mechanic is tested as plain grey shapes before art goes in. Moving a wall in a grey-box takes minutes; moving it after it has been modelled, textured and lit takes days.

03.1

Stylised versus realistic

Realistic art looks impressive in screenshots but needs far more modelling, texturing and lighting time, and it is harder to run on phones. Stylised art often gives a stronger identity for the same budget. We show you both options against your references before you choose.

03.2

Performance budgets

We agree budgets for polygon counts, draw calls, texture memory and frame time per platform. Level-of-detail models, occlusion culling and texture atlases keep scenes inside those budgets. We profile with the Unity Profiler or Unreal Insights each week; if you already have a game that struggles, our game optimisation service is built for that.

03.3

Enemy and NPC behaviour

Characters that react to the player use navigation meshes for pathfinding and state machines or behaviour trees for decisions. We keep this behaviour readable and tunable, so a designer can make an enemy more cautious or more aggressive by changing values rather than rewriting code. Simple, predictable behaviour often makes a better game than clever behaviour the player cannot read.

03.4

Physics with limits

Physics makes 3D worlds feel solid, but too many moving bodies slow a game down and cause odd glitches. We use physics where it adds to play, such as crates, ragdolls and vehicles, and fake the rest with animation.

03.5

Code language

In Unity we write C#. In Unreal we combine C++ for core systems with Blueprints for designer-friendly tuning, so your team can adjust values without a programmer.

CHAPTER 04

Timelines and what affects cost

3D projects vary widely, so we do not give a fixed timeline before scoping. Your written quote sets the milestones after the free consultation. The factors that change time and cost most are:

  • Art style and detail, the biggest single factor in 3D.
  • Number of characters, because each needs modelling, rigging and a full set of animations.
  • Level count and size, and whether levels are hand-built or modular.
  • Target platforms, since mobile, PC, web and console each need their own optimisation and testing.
  • Systems depth: combat, vehicles, AI, inventory and multiplayer all add work.
04.1

Prices

The starting prices for game projects are on the parent service page. Starting with a vertical slice is often the most sensible first milestone, because it gives you something real to show before committing to full production.

CHAPTER 05

Why Omebly for 3D games

Every project is led by our founder, Nazmul Hussain, who has 10+ years building websites, apps and digital products. You get a fixed written quote within 48 hours, a playable build each week and milestone payments released only after you review each stage. Once fully paid, you own the source code, models, textures and the accounts we set up, and an NDA is available on request. Bugs in code Omebly wrote are fixed free under our support policy.

05.1

Related service

If you are still choosing an engine, our Unity game development page explains how we work in Unity specifically.

How we work

From first call to hand-over

  1. 1

    Consultation and scope

    1 week

    Genre, references, platforms and minimum hardware agreed, then a fixed written quote.

  2. 2

    Design document and tech plan

    1-2 weeks

    Systems, camera, controls, art style and engine choice written down.

  3. 3

    Grey-box vertical slice

    3-6 weeks

    One playable area with the controller, camera and core mechanic working in grey-box.

  4. 4

    Art and content production

    8-20 weeks

    Models, materials, animation, levels and audio, with weekly playable builds.

  5. 5

    Optimisation and release

    2-4 weeks

    Profiling on target hardware, bug fixing and store or Steam builds.

Tools we use
  • Unity
  • Unreal Engine 5
  • Blender
  • Adobe Substance 3D Painter
  • C#
  • C++
  • Unity Profiler
  • Unreal Insights
  • Git
Packages

Pick a starting point

From $10,000 one-time. Every project gets a fixed written quote after a free consultation, with milestone payments.

Vertical slice

From $10,000

  • Design document and tech plan
  • Character controller and camera
  • One playable, art-complete area
  • Performance check on target hardware
MOST CHOSEN

Full 3D game

Fixed quote

  • Everything in Vertical slice
  • Complete levels, characters and animation
  • UI, audio and save system
  • Platform builds and store preparation
  • Lifetime bug-fix support for code Omebly wrote

3D co-development

Fixed quote

  • Gameplay programming or 3D art inside your project
  • Your engine version, pipeline and conventions
  • Weekly builds and code reviews
  • Hand-over notes for your team
Compare

Omebly vs hiring an in-house 3d team

OmeblyHiring an in-house 3D team
Skills on day oneGameplay programming, 3D art, animation and lighting from one teamSeveral hires, each recruited separately
Engine choiceUnity or Unreal chosen for your gameLimited to what your hires already know
Cost structureFixed written quote with milestone paymentsMonthly salaries, equipment and licences
Scaling downThe engagement ends when the milestones are deliveredNotice periods and ongoing overheads
OwnershipYou own code, models and accounts once fully paidYou own it, with more admin to manage
FAQ

3D Game Development: questions people ask

What is a vertical slice, and why start with one?

A vertical slice is one small part of the game finished to near-release quality: real art, lighting, sound and the main mechanic in one playable area. It shows exactly how the full game will look and feel. In 3D, where art and animation are expensive, it is the safest way to confirm the direction before producing every level.

Can a 3D game run well on mobile phones?

Yes, with the right choices. Mobile 3D needs lower polygon counts, baked lighting, careful shadow use, texture compression and level-of-detail models. We set a minimum supported phone at the start and test on it every week. Some visual effects that look great on a PC will be simplified on mobile, and we show you the difference early.

Do you make realistic or stylised 3D art?

Both, but we will usually recommend a stylised look for smaller budgets. Realistic art needs high-detail models, scanned or hand-painted textures and much more lighting work, and it ages faster. Stylised art reads well on small screens, performs better and keeps the team's time on gameplay. Your references guide the decision.

Can you release a 3D game on Steam?

Yes. We prepare Windows builds, integrate the Steamworks features you need such as achievements and cloud saves, and help you set up the store page assets. Steam's review process and release decisions belong to Valve, so we cannot promise approval, but we prepare the builds against their current requirements.

Do you use motion capture for character animation?

For most projects we hand-key animation in Blender or adapt licensed animation libraries, then retarget it to your characters. Motion capture can be a good fit for realistic human movement, and we can work with mocap data you source or a studio you hire, cleaning and blending it into the game's animation trees.

Can you add to a 3D game another team started?

Yes, after reviewing the project. We check the engine version, plugins, art pipeline and code structure first, then give you a written view of what we can safely build on. Our lifetime bug-fix support only covers code Omebly writes, so the existing code's status is agreed in writing before we start.

Start a project

Let's talk about your 3d game development project.

Tell us what you have in mind. You get a free consultation and a fixed quote within 48 hours.

Prefer email? info@omebly.com

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