Game Art and Level Design

Engine-ready 2D and 3D art and levels that match your style guide and stay inside your performance budget.

From $10,000 one-time

Game Art and Level Design 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

Studios short on artists

Extra 2D or 3D art capacity that follows your style guide and naming rules.

Developers with placeholder art

Finished characters, props and environments that drop straight into your Unity or Unreal project.

Founders with a prototype

A consistent art direction and level layouts that make the game look and play like a real product.

What you get

Everything in your game art and level design project

01

Art direction and style guide

Colour, shape language, proportions and reference sheets so every asset looks like it belongs.

02

Characters and creatures

Concept, model or sprite, textures, rig and the animation set your game needs.

03

Environment and props

Buildings, terrain pieces and props built from low to high poly as your platform allows.

04

Modular level kits

Snap-together walls, floors and set pieces on a shared grid, so levels are fast to build and change.

05

UV unwrapping and texture atlases

Clean UVs and shared texture sheets that cut draw calls and memory use.

06

Rigging and weight painting

Skeletal rigs in Blender with clean deformation at knees, elbows and shoulders.

07

Collision meshes

Simple collision shapes so players do not snag on details or fall through floors.

08

Level layouts

Grey-box layouts, flow and pacing, then art-dressed levels ready to play.

09

Engine-ready files

FBX, glTF or sprite sheets imported, set up and tested in your Unity or Unreal project.

CHAPTER 01

Game art outsourcing that fits your engine and your budgets

Good game art is not only about how a model looks in a render. It has to animate cleanly, sit inside a polygon and texture budget, share materials with the rest of the scene and import into the engine without hours of fixing. Omebly’s game art outsourcing service covers 2D and 3D characters, environments, props, modular level kits and full level design, delivered ready to use in Unity or Unreal Engine 5.

01.1

Who it suits

We work with studios that need more art capacity for a deadline, developers whose prototypes still run on placeholder cubes, and founders who need a clear art direction before full production. The service is part of Omebly Game Development, so our artists work next to programmers who understand how the art will be used.

CHAPTER 02

What’s included in game art and level design

Art direction and a style guide. Before production, we agree the look: colour palette, shape language, character proportions, texture detail and lighting mood. This goes into a short style guide with reference sheets, so every asset matches, even when several artists work on the project.

02.1

Characters and creatures

For 3D, this covers concept, modelling, UV unwrapping, texturing, rigging, weight painting and the animation set. For 2D, it covers concept, sprites or layered parts for bone animation, and sprite sheets. Rigs are built in Blender with attention to the joints that usually break: shoulders, elbows, knees and hips.

02.2

Environments and props

We work across the range from low-poly stylised scenes for mobile to higher-detail assets for PC. Every asset is built to the budget agreed for your platform, with level-of-detail versions where distance allows.

02.3

Modular level kits and collision

Walls, floors, corners, stairs and set pieces built on a shared grid so designers can assemble levels quickly. Each piece gets a simple collision mesh, so players move smoothly instead of catching on decorative detail.

02.4

Textures and atlasing

We paint textures in Substance 3D Painter or Photoshop and pack related assets onto shared texture atlases. Fewer materials mean fewer draw calls, which matters a great deal on phones.

02.5

Animation sets

A character usually needs more animations than people expect: idle, walk, run, turn, jump, land, actions, hit reactions and a few personality moves. We list them with you at the start, animate them in Blender or as 2D frames, and set them up so they blend smoothly in the engine.

02.6

UI and icon art

Menus, buttons, item icons and HUD elements are drawn in the same style as the world, so the game feels like one product rather than a scene with a generic interface on top.

02.7

Level design

Layout, flow, pacing and challenge are designed in grey-box form first, then playtested, then dressed with final art and a lighting pass.

CHAPTER 03

How we work: pipeline decisions that save you time

Art test before batch production. We make one sample asset in your style and test it in your engine. It sets the quality bar and catches mismatches in scale, shading or import settings before they are repeated across fifty assets.

03.1

Budgets written down

For every asset type we agree a polygon range, texture size, material count and naming convention. These budgets keep the game running smoothly and make the hand-over predictable. If your project is already too heavy, our game optimisation service can help reduce it.

03.2

Reviewed in engine, not in renders

Beauty renders can hide problems. We review every batch inside your Unity or Unreal project, with your lighting, so you see the asset as players will.

03.3

Grey-box before art

Levels are designed and played as plain shapes first. Moving a corridor at this stage takes minutes; moving it after it has been modelled and lit takes much longer.

03.4

Clean source files

You receive the Blender, Substance and Photoshop source files, not just the exports, organised and named so your team or a future artist can edit them.

03.5

Original work only

We create original art and do not copy characters or assets from other games. Where you want a familiar genre look, we take the general style, not the specific designs.

CHAPTER 04

Timelines and what affects cost

Art projects are scoped from an asset list, so your written quote lists every item and its milestone. The factors that change cost most are:

  • Style and detail level, from flat low-poly to detailed hand-painted or realistic.
  • Number and complexity of characters, since each needs a rig and an animation set.
  • Environment sizeand how much can be built from a modular kit.
  • Animation count, including idle, movement, actions and reactions.
  • Engine set-up work, such as materials, prefabs and level dressing in your project.
04.1

Weekly batches

Asset batches arrive weekly, and you pay each milestone after reviewing it. Game project starting prices are shown on the parent service page.

CHAPTER 05

Why Omebly for game art

Every project is led by our founder, Nazmul Hussain, who has 10+ years building websites, apps and digital products. Because our artists sit alongside our game developers, art is made with the engine, the camera and the frame rate in mind. You get a fixed written quote within 48 hours, weekly reviews in engine and milestone payments released after review. Once fully paid, the art and source files we created are yours, and an NDA is available on request. For a complete game built around the art, see our 3D game development and 2D mobile game pages.

How we work

From first call to hand-over

  1. 1

    Brief and art test

    1-2 weeks

    Your references, platform and budgets reviewed, then one sample asset to agree the style and quality.

  2. 2

    Style guide and asset list

    1 week

    A written list of every asset with polygon, texture and naming budgets.

  3. 3

    Grey-box levels

    1-3 weeks

    Level layouts built in plain shapes and playtested before art.

  4. 4

    Asset production in batches

    4-12 weeks

    Characters, environments and props delivered in weekly batches, reviewed in engine.

  5. 5

    Level dressing and hand-over

    1-3 weeks

    Levels dressed with final art, lighting passes and the source files handed over.

Tools we use
  • Blender
  • Adobe Substance 3D Painter
  • Adobe Photoshop
  • Aseprite
  • Unity
  • Unreal Engine 5
  • Marmoset Toolbag
  • 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.

Asset pack

From $10,000

  • Agreed list of props, characters or sprites
  • Style matched to your references
  • Engine-ready files and textures
  • Two rounds of changes per asset stage
MOST CHOSEN

Level art and design

Fixed quote

  • Grey-box layouts and playtest notes
  • Modular level kit
  • Dressed levels in your engine
  • Collision meshes and lighting pass

Full art direction

Fixed quote

  • Style guide and concept art
  • Characters, environments and props
  • Rigging and animation sets
  • Level design and dressing
  • Hand-over of all source files
Compare

Omebly vs buying asset-store packs

OmeblyBuying asset-store packs
Look of the gameA consistent style made for your gamePacks from different artists that rarely match
RecognitionOriginal art players have not seen beforeThe same assets appear in many other games
PerformanceBuilt to your polygon and texture budgetsOften too heavy or uneven for mobile
ChangesAdjusted to your levels and gameplayYou edit someone else's files yourself
RightsYou own the art we create once fully paidLicence terms vary by pack
FAQ

Game Art and Level Design: questions people ask

What do you need from us to start outsourcing game art?

Reference images or games whose style you like, your target platforms and engine version, any existing art, and a list of what you need. If you have technical budgets for polygon counts, texture sizes or naming conventions, share them too. If you do not, we write them with you, because they decide how the art performs in the game.

Why do you start with an art test?

One sample asset made in your style shows whether our interpretation matches yours before a whole batch is produced. It is the quickest way to agree on detail level, colour and finish, and it gives you a real file to test in your engine. Production only starts once you are happy with the test.

Can you match the art style our game already has?

Yes. We study your existing assets for proportions, colour, line weight, texture detail and lighting, then write a short style sheet so new work stays consistent. Matching an existing style is common in outsourcing, and the art test confirms we have it right before we produce more.

What is a modular level kit?

It is a set of walls, floors, corners, doors and props built on a shared grid so they snap together like building blocks. Designers can build and change many levels quickly, and the game reuses the same meshes and textures, which saves memory. It suits dungeons, cities, interiors and any game with many similar spaces.

Do you design levels, or only make the art?

Both. Level design is about layout, flow, pacing and challenge; level art is about how it looks. We grey-box layouts first, playtest them to check the route, sightlines and difficulty, then dress them with art. Designing first avoids beautiful levels that are confusing or dull to play.

Is game art covered by lifetime bug-fix support?

Our lifetime bug-fix support covers code Omebly wrote, not art direction or visual changes. If an asset we delivered does not meet the agreed specification, such as broken UVs or a rig that deforms badly, we fix it as part of the project. New assets or style changes after delivery are quoted separately.

Start a project

Let's talk about your game art and level design 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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