3D for brands and game studios.
Giant Entity makes 3D in London for two kinds of client. Game studios come to us for models, rigs, animation, game art, trailers and store art, made in Unreal Engine to their own pipeline. Brands come to us for product renders and CGI films, every one made from a single accurate model of the product. Norik Imami, co-founder and Head of 3D and Games, leads all of it and is on the call.
Led by Norik Imami, Co-founder and Head of 3D and Games.
What we make for game studios
Norik has spent nine years in 3D, much of it inside game studio pipelines, making marketing films, teasers and in-game assets for mobile, console and PC games. That is the work we offer studios, in four forms.
Game art and assets
Characters, props and environments built to your triangle budget, with LODs and texture sets to your spec, delivered running in Unreal Engine.
- Who is on the call
- Norik Imami
- How it would run
- A project, or co-development days
- What to bring to the call
- Your Unreal version, a style reference, your triangle budgets if you have them, and when you need us to start.
3D modelling and animation
Sculpting, texturing, rigging and animation, for the game or for a film, worked to your skeleton and your naming conventions.
- Who is on the call
- Norik Imami
- How it would run
- A project
- What to bring to the call
- References you like, where the work will run, and the date it has to be ready.
Trailers, key art and store art
Trailers cut from your engine footage, so they show the game as it plays, and key art made from your own models.
- Who is on the call
- Norik Imami, with Rron Imami for a game website
- How it would run
- A project
- What to bring to the call
- A build or engine footage, your release date, and the store pages you need art for.
Co-development days
We join your team for a block of days each month and work inside your pipeline, in your engine version and your source control.
- Who is on the call
- Norik Imami
- How it would run
- Co-development days
- What to bring to the call
- Your Unreal version, how you handle source control, a style reference, and when you need us to start. If you need an NDA first, say so and we will sign one before you share anything.
Producers and art leads: there is more for you on working with game studios.
What we make for brands
3D product visuals
We build your product in 3D from CAD files, or from samples and photos, true to its materials and colourways. Every render and film then comes from that one model, so when a colour or the packaging changes, we update the model and render again. We take on brand work case by case.
- Who is on the call
- Norik Imami
- How it would run
- A project
- What to bring to the call
- CAD files or product photos, your colourways, and your launch date.
Two more kinds of brand work sit here until each has a page of its own.
Motion and CGI film
A short CGI film made from the same model as your renders, with cut-downs for e-commerce and social in the sizes each channel needs. It is motion, animation and CGI made in 3D. We do not run film crews or live shoots.
AR and VR experiences
3D that runs live on a phone or a headset, so people can see your product through their phone camera or walk around it in a VR experience. Each model has to run smoothly and still look right up close. That balance is Norik's specialism.
Game UI and UX
Rron Imami leads game UI and UX: the menus and screens players move through, and the balancing behind them. He does it on our own two games, alongside his product and UX design for software. For now it is part of co-development days rather than a separate service.
Who leads the work

Norik covers the whole 3D pipeline: modelling, sculpting, texturing, rigging, animation, lighting and compositing. One artist takes a model from the first sculpt into the engine, so nothing is lost between stages, and he builds models light enough to run on a phone or a headset that still look right up close.
He also writes gameplay C++ in Unreal Engine, so a mechanic can be tried in the engine before your team commits to it. He has worked inside game studio pipelines and on brand campaigns, which is why he can join a studio's team or lead a brand's launch visuals. He started in 2D, on storyboards, animation and illustration for advertising. He works in Maya, ZBrush, Substance and Marvelous Designer, and delivers in the formats your pipeline takes. More on the people behind the studio.
How a 3D project runs
A single product render and a monthly block of days run on the same four promises.
A written scope before any work starts.
What we will make, what you will have at the end, and how many rounds of feedback are included.
A weekly look at real progress.
Renders as far as they have got, or the work running in your build.
Every file we make is yours.
Models, rigs, textures and project files go with the work.
A monthly arrangement only when there is something to keep.
NDAs are standard: we sign before you share anything. The rest is in how we work.
Two games of our own
Rron and Norik are making two games together in Unreal Engine 5.8: a tower defence game for PC and an endless runner for phones. Both are unreleased. Norik leads the 3D and animation, Rron leads the UI and UX, and the captures on the Work page come straight from the development builds.



Work by the team
The Work page shows 3D and game work by the team: Norik's 3D and animation from previous studios and his own time, and captures from the two games. None of it is Giant Entity client work. It includes:
Alien, an original character
Modelling, rigging, animation, texturing, lighting and facial motion capture by Norik, in Unreal Engine. Personal work.
A stop motion film
in which an astronaut's run cycle is laser engraved into crystal cubes, one frame per cube. Norik animated it at a previous studio. The film won a major international design and advertising award in 2020, awarded to that studio.
A 3D character scene built in Unreal Engine
at another studio: character animation, lighting, modelling, environment, texturing and VFX by Norik. The end client is not named.



Questions about 3D and games
Which game engine do you work in?
Unreal Engine. Norik builds levels, cinematics and assets in it and writes gameplay C++ in it, and our own two games are built in Unreal Engine 5.8. On game work we use your engine version and your source control.
Do you work with brands as well as game studios?
Yes. For brands we make product renders and CGI films from one 3D model of the product, and the 3D for AR and VR experiences. We take each brand enquiry case by case.
Can we see an art test before we commit?
Yes, we are happy to do an art test first. We sign your NDA before you share anything for it.
Who owns the models and files?
You do. Every model, rig, texture and project file we make for you is yours to keep, and it goes with the work.
How do you price 3D work?
We do not publish prices. After the call you get a written scope with the price in it, and nothing starts until you have agreed it.
When does it have to be ready?
Tell us what you are making and any date you cannot move. Norik will be on the call.
Not sure which? Plan your project