Indie founders
A focused 3D vertical slice that shows the game's feel and look before full production.
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From $10,000 one-time
A focused 3D vertical slice that shows the game's feel and look before full production.
Gameplay programmers and 3D artists who fit into your Unity or Unreal pipeline.
A 3D experience or simulation people can explore on PC, mobile or in a browser.
Unity or Unreal Engine 5 chosen for your platforms, with a clear minimum spec.
Movement, jumping, climbing or driving tuned so the player feels in control.
Third- or first-person camera with collision handling so it never clips through walls.
Blended animation states and inverse kinematics so feet and hands land properly on uneven ground.
Target lock, hit detection, abilities or object interaction, depending on the genre.
Physically based materials, real-time shadows and baked lighting balanced for performance.
Blocked-out, playtested, then dressed with modular art kits and collision meshes.
Builds for PC, mobile or web, prepared for Steam, Google Play or the App Store.
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.
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.
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.
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.
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.
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.
Depending on the genre, this means target lock, hit detection, abilities and enemy behaviour, or picking up, inspecting and using objects.
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
If you are still choosing an engine, our Unity game development page explains how we work in Unity specifically.
Tell us about your 3D game on WhatsApp at +91 70444 33991 or book a free consultation.
Genre, references, platforms and minimum hardware agreed, then a fixed written quote.
Systems, camera, controls, art style and engine choice written down.
One playable area with the controller, camera and core mechanic working in grey-box.
Models, materials, animation, levels and audio, with weekly playable builds.
Profiling on target hardware, bug fixing and store or Steam builds.
From $10,000 one-time. Every project gets a fixed written quote after a free consultation, with milestone payments.
From $10,000
Fixed quote
Fixed quote
| Omebly | Hiring an in-house 3D team | |
|---|---|---|
| Skills on day one | Gameplay programming, 3D art, animation and lighting from one team | Several hires, each recruited separately |
| Engine choice | Unity or Unreal chosen for your game | Limited to what your hires already know |
| Cost structure | Fixed written quote with milestone payments | Monthly salaries, equipment and licences |
| Scaling down | The engagement ends when the milestones are delivered | Notice periods and ongoing overheads |
| Ownership | You own code, models and accounts once fully paid | You own it, with more admin to manage |
Two 3D games that look similar on paper can differ hugely in cost. Here is what actually moves the budget, and how first-time publishers can control it.
Unity, Unreal and Godot can all make great games. Here is how they differ for a beginner, from language and hardware to licences and mobile builds.
A good 2D mobile game starts as one action that feels great under a thumb. Here is how to grow that action into a game people return to.
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.
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.
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.
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.
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.
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.
Tell us what you have in mind. You get a free consultation and a fixed quote within 48 hours.
Prefer email? info@omebly.com


