Game art and assets, made in Unreal.

Giant Entity makes 3D art for game studios: characters, props and environments, modelled and textured to your triangle budget, with LODs and texture sets to your spec, and delivered running in Unreal Engine. Norik Imami leads the work in London. He has made in-game assets for mobile, console and PC games, inside studios' own pipelines.

Who it is for

Indie and mid-size studios in Unreal Engine with a list of assets to fill. Usually that is an art lead or a producer with a milestone coming and more models on the list than the team can make in time. It also suits a studio that wants to try an outside artist on a defined set of assets before taking on anything longer.

If the work is steady month after month, co-development days may fit better: we join your team for a block of days each month.

What you get

  • Characters, props and environments, modelled, sculpted and textured to your art style.

  • Game-ready assets built to your triangle budget, with LODs and texture sets to your spec.

  • Rigs, for characters and props that need to move.

  • Assets that run in your engine, set up in your Unreal Engine version, to your naming conventions, in your source control.

  • Every file we make, source files included, yours to keep.

One artist takes each asset from sculpt to engine, so the version that reaches your build is the one that was signed off.

How it runs

  1. The call.

    You tell us what the game is, which assets are missing and when they have to be in the build. Norik is on the call.

  2. The NDA.

    NDAs are standard. We sign before you share anything.

  3. An art test, if you want one.

    We are happy to do an art test first, so you can judge the work against your style before any larger scope.

  4. The written scope.

    We write down the asset list, the budgets and specs each asset has to meet, and the rounds of feedback, and you agree it before we begin.

  5. A weekly look, in your build.

    Each week you see the assets as far as they have got, running in your project.

  6. Handover.

    The assets are in your project, and the source files are yours.

What to bring

  • The asset list, with concept art or references for each item
  • Style references: a few finished assets from the game, if there are any
  • Triangle budgets, texel density and texture sizes per asset type
  • Your naming conventions and folder structure
  • Your Unreal Engine version, target platforms and source control setup
  • Your studio's rules on AI tools, if your contract or publisher sets them
  • The milestone or date the assets have to be in the build

An example

Our own tower defence game for PC. Rron and Norik are making it in Unreal Engine 5.8. Norik leads the models, animation, environment and sound; Rron leads the UI, UX and balancing; the mechanics are shared. The captures from our tower defence game on the Work page are in-engine, from the development build, September 2026. The level is dressed with third-party environment kits, so not every asset in the frame is ours. It is our own game, unreleased, and not a client project. What it shows is Norik's models and animation working inside a real Unreal project that is still in development.

An original green alien character at the controls of a spaceship cockpit, lit by its screens, rendered in Unreal Engine.
Alien, an original character.Norik Imami: modelling, rigging, animation, texturing, lighting and facial motion capture, in Unreal Engine.Personal work.Shared by Norik in May 2023. Not a Giant Entity project.
An untitled mobile endless runner in development: the player's open-top car heading downtown, captured in engine.
An untitled mobile endless runner in development.Rron and Norik's own game studio: Norik Imami leads models, animation and art; Rron Imami leads UI, UX and balancing.Our own game, not a client project.In development and unreleased. In-engine capture at phone resolution from the development build, Unreal Engine 5.8, September 2026. The level uses some third-party and generated assets.

Questions about game art and assets

Do you do art tests?

Yes, we are happy to do an art test first. We sign your NDA before you share anything, then make the test to your references so you can judge it against your own work.

Which engine do you work in?

Unreal Engine. We work in your engine version and your source control, to your naming conventions, and our own two games are built in Unreal Engine 5.8.

Can you match our existing art style?

Yes, working to your references and finished assets is the job. The art test is the place to prove it before you commit to a full list.

Do you use AI tools in game art?

We use AI tools where they are reliable, people decide and check everything, and your files stay out of them unless you agree. Where they would and would not be used is written into the scope before work starts, and if your contract or your publisher rules them out, we work to that.

Can you also rig and animate the assets?

Yes. We rig characters and props to your skeleton and animate them for in-game use, so a character can arrive modelled, textured, rigged and running. See 3D modelling and animation.

What is missing from the build?

Send us the asset list and the date it has to be in the build. Norik will be on the call.

Book a call

Not sure which? Plan your project