Pricing

Transparent Pricing for Every Project

From single assets to full production pipelines. All prices in EUR and reflect estimated ranges depending on complexity, scope and delivery time.

3D Asset Development

Character Sculpting

€600 – €1,200 per character

High-poly sculpt, retopology (low-poly) and UV mapping.

Revisions Included: 2 Rounds

Hero Assets / Complex Props

€300 – €650 per asset

Detailed weapons, statues or complex machinery.

Revisions Included: 2 Rounds

Environment Prop Sets

€150 – €400 per set

Modular low-poly sets (crates, lamps, furniture, etc.)

Revisions Included: 2 Rounds

PBR Texturing & Look-Dev

€50 per hour

Industry-standard textured materials. (Substance Suite)

Revisions Included: 1 Round

2D Art & Illustration

Concept Art & Char. Design

€200 – €400 per sheet

Character sheets, turnaround views and expressions.

Revisions Included: 3 Rounds

Children's Book Illustration

€150 – €300 per page

Full-color, high-detail pages for publishing.

Revisions Included: 2 Rounds

Environment Backgrounds

€400 – €800 per piece

Atmospheric backgrounds for film, games or web.

Revisions Included: 2 Rounds

UI/UX Icon Sets

€200 – €400 per pack

Custom-designed buttons and icons (10–15 pack).

Revisions Included: 2 Rounds

2D Animation

2D Skeletal Animation

€40 – €60 per hour

Character rigging and loops via Spine or Unity.

Revisions Included: 2 Rounds

Frame-by-Frame Animation

€60 – €80 per hour

Traditional hand-drawn 2D animation sequences.

Revisions Included: 2 Rounds

UI & Motion Graphics

€50 per hour

Animated menus, transitions and icon feedback.

Revisions Included: 2 Rounds

3D Animation & Rigging

3D Character Rigging

€350 – €700 per character

Deform/Control rig (IK/FK) and weight painting.

Revisions Included: 2 Rounds

3D Animation Cycles

€250 – €500 per cycle

Professional walk, run, idle or combat loops.

Revisions Included: 2 Rounds

VFX (Unity / Unreal)

€50 – €100 per effect

Custom particles, shaders and environmental effects.

Revisions Included: 1 Round

Game Dev & Consulting

Technical Consulting

€50 per hour

Pipeline optimization and engine integration.

Revisions Included: N/A

GDD & Narrative Review

€50 per hour

Game Design Document analysis and story flow.

Revisions Included: Follow-up

Unity/Unreal Prototyping

Project-Based

Functional "Vertical Slice" development.

Revisions Included: 2 Rounds

Technical Workflow

Assets & Characters

Every asset and character follows a production-tested pipeline built on AAA Game Animation (UPC) standards — from initial concept through final integration.

Stylized Fantasy Axe — high-poly sculpt to PBR textured final

Asset Production

Case Study: Stylized Fantasy Axe

  1. 1

    Concept & Research

    The goal was to create a hero weapon that felt worn yet magical. I always start with researching references and then sketch silhouettes to define the shape and overall feeling — in this case, blending organic wood curves with rigid, engraved metal.

  2. 2

    High-Poly Sculpting

    Using ZBrush, I sculpt the high-poly version of the asset. This stage captures all the detail that gives an object its character — carving the heart motifs into the steel and adding the subtle grain to the wooden handle.

  3. 3

    Retopology & UV Optimization

    To make the asset functional for games, the high-poly sculpt must be rebuilt. I create a clean low-poly mesh that retains the silhouette while using minimal polycount. Strategic UV mapping ensures every inch of texture space is utilized for maximum visual clarity.

  4. 4

    PBR Texturing

    Using the Substance Suite, I apply Physically Based Rendering materials — coloring and adding detail while keeping in mind how light interacts with specific surfaces. This is also where we add history through procedural wear, scratches and dirt.

  5. 5

    Final Integration

    The asset is rendered and tested in the engine with dynamic lighting to ensure it fits the project's art direction, while remaining a bug-free asset ready for any AAA or Indie production pipeline.

Enemy Archer character integrated in-engine — THOU isometric scene

Character Production

Case Study: The Enemy Archer in THOU (The Hound of Ulster)

Character production is the most complex part of the pipeline. It requires a deep understanding of storytelling, anatomy, movement, and technical constraints.

  1. 1

    Visual Development & Concepting

    Once the reference research is done, I establish a strong character silhouette that reads well even from a distance (essential for the isometric view shown here). I focus on visual hierarchy, ensuring the character's gear and clothing lead the player's eye to the focal points like the bow and the face.

  2. 2

    Topology for Animation

    Unlike a static rock or chair, a character is designed to move. After the high-poly sculpt is done, I model the low-poly asset structuring the polygons around joints (shoulders, knees, elbows) so that when animated the mesh deforms correctly without pinching or visual glitches.

  3. 3

    Technical Rigging & Weight Painting

    This is where the magic happens. I first build a custom skeletal rig with IK/FK systems depending on the needs of each character. I then perform weight painting, which tells the engine exactly how much each bone influences the surrounding skin — ensuring fluid, animation-ready movement.

  4. 4

    Environmental Integration

    I integrate the final model and rig into a test environment (built in Unity or Unreal) to ensure there are no technical issues. This step ensures the character is performing as intended while remaining part of the world's atmosphere visually.

  5. 5

    Performance Optimization

    Every character is delivered with a focus on draw calls and poly counts, ensuring your game remains fast and responsive even when multiple characters are on screen simultaneously.

Revision & Project Policy

Included Revisions

Minor adjustments to the approved concept are included (color, small scale changes, timing polish, etc.).

Major Revisions

Changes that require restarting a production phase (e.g. changing the 3D topology after sculpting is finished) will be treated as additional work and billed at the €45/hour rate.

Approval Process

Your approval is required at each milestone (Sketch ➔ Block-out ➔ Final) to ensure the project stays on track and aligns with your needs at all times.

VAT (IVA)

For clients within Spain, prices are subject to 21% IVA. International B2B or non-EU clients may be exempt.

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