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Development
20.11.2025

The Economics of Co-Development: Cost Savings and Efficiency

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In game development, managing costs while delivering high-quality products is always a challenge. But partnering with external teams through game co-development has become an increasingly popular solution. It allows studios to reduce costs, boost efficiency, and maintain flexibility without the ongoing need to hire and manage large in-house teams.

At Devoted Studios, we’ve worked with many studios and seen how co-development can be an effective strategy for saving money while keeping development on track.

Let’s take a closer look at how game co-development can lead to significant savings and why more studios are turning to this approach today.

So, What is Game Co-Development?

To make sure we’re on the same page, game co-development is when a studio partners with an external team to handle different parts of the game’s development. This could include tasks like art creation, programming, or testing, with the external team working closely alongside the primary studio. This collaboration brings in specialized expertise and resources, helping get the game to the finish line faster and more efficiently.

And that’s exactly what we do, we specialize in co-development, offering a Strike Team approach that helps studios expand their teams with experienced artists, programmers, and designers who work seamlessly with in-house teams.

Analyzing Reviews

How Does Co-Development Save You Money?

One of the biggest concerns for game studios is staying within budget while delivering a high-quality product. That’s where game co-development comes in.

Cutting Development Costs

Game co-development can seriously lower your development costs. According to a 2022 report by the International Game Developers Association (IGDA), studios that brought in external teams saw an average 30% reduction in development costs!

So, why does this happen? Well, here’s the breakdown:

  • Lower Labor Costs: Hiring full-time employees for every role can get expensive. With co-development, you only pay for the expertise you need, when you need it. No long-term contracts or salary commitments.
  • Global Talent Access: With co-development, you’re not limited to local talent. You can tap into talent from all over the world, where labor costs might be more affordable.
  • Faster Turnaround: Extra hands mean faster progress. More people working on different parts of the project means you can finish quicker, which often translates into cost savings.

Reducing Long-Term Overhead

Another great thing about co-development is how it helps reduce long-term costs. Traditional game studios often go through hiring and firing cycles, constantly recruiting new staff for each project. This leads to recruitment costs, onboarding, and the hassle of letting go of staff once the project is over.

But with co-development, you don’t have to worry about all of that. You bring in external teams for specific projects, so you don’t need to keep a big, full-time workforce. This means you avoid the stress of high turnover, recruitment fees, and long-term salary commitments.

Co-Development Boosts Efficiency, Too!

In game development, efficiency is key to staying competitive. Co-development helps studios streamline their processes and ensure that every part of the game gets

Focus on What You Do Best

One of the best things about co-development is that it allows studios to focus on their strengths. For example, let’s say your studio excels at gameplay and level design but lacks the resources for high-quality art production. Instead of struggling with hiring a full-time art team, you can partner with a co-development team that specializes in art. This lets you focus on what you do best while letting the external team handle the parts where they shine.

It’s like having a team of experts work on different areas of your game, making sure every aspect gets the attention it deserves!

Scalability and Flexibility

What happens when a studio needs more help during crunch time? Easy! With co-development, you can scale your team up or down based on the project’s needs. You’re not locked into a long-term contract with full-time employees. Need extra hands for a few months? No problem!

This flexibility is perfect for indie studios or even large companies that need to quickly adapt to project demands.

Let’s Hear What Studios Say: The Real Benefits of Co-Development

Still unsure about co-development? Hear from some of our clients who have experienced the advantages firsthand:

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Sean-Paul Manning
Art Director, Elodie Games

Speaking on behalf of my team we are very fortunate to have the Devoted team as a partner in development on this project. We’re a very small team with limited time and resources – Devoted has been able to force multiply our abilities and close our gaps with their team of experts.

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Ian Fielding
Studio Head, Super Evil Megacorp

Devoted Studios has been a great partner to help us bring our artistic vision to life. From concept, modeling, and animations – we value their support and look forward to continuing our partnership with them in future projects.

Should You Consider Game Co-Development?

In the competitive industry of game development, game co-development is a fantastic way to save costs, boost efficiency, and reduce long-term overhead. If you’re working on an indie game or a large AAA project, co-development can provide the flexibility, expertise, and cost savings you need to succeed.

At Devoted Studios, we’ve helped studios like yours streamline development and stay on budget, all while delivering high-quality results. Ready to dive into co-development and see how it can benefit your next project? Get in touch with us today, and let’s start collaborating!

Unlock Efficiency with Co-Development

Ready to cut costs, speed up your project, and get expert help where you need it most? Devoted Studios offers flexible co-development solutions that can boost your game development process.

Get Started with Co-Development

20.11.2025

Behind Every Great Game Is a Great Team: How We Build Ours at Devoted Studios

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Ever wonder how your favorite games actually get made? It starts with a great idea, but it takes a well-organized game development team structure to turn that idea into something that’s actually playable.

At Devoted Studios, we support studios through co-development. That means we don’t just create assets and hand them over. We become part of the team. Our tech experts, producers, and artists collaborate with internal teams to create games from the ground up.

One of the ways we support studios is through our Strike Teams. Like a special forces unit, this is expert talent ready to jump in fast and solve complex tasks. These specialized teams integrate into your studio and bring the right skills exactly when you need them.

They’re small, senior-level groups built to plug directly into your production. Fast to onboard, easy to scale, and designed to move with you. No long hiring process. No full outsourcing setup. Just the support you need, right when you need it.

So how do we structure these teams? What roles are involved, and how do they work with your studio day to day?

Let’s walk through the key game development team roles, how they stay connected, and why our setup makes the whole game development process smoother for everyone.

Devoted Studios Core Team: Your Dream Game Makers

Every game project starts with the right people. Here are the key roles you’ll find in a well-rounded game production team and what each of them brings to the table.

The Executive Creative Director makes sure ideas are clear and ready for production

Creative ideas can drift when a project gets busy. Jason Millena makes sure they don’t.

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Jason is our Executive Creative Director. He works closely with both studios and internal teams to make sure the vision stays clear from start to finish. He’s great at guiding teams while keeping things flexible and collaborative.

He’s worked on games like Game of Thrones, Runescape, and Jurassic World: Primal Ops, so he knows how to manage creative direction even on big, complex projects.

Having Jason in the role means there’s always someone making sure the creative vision stays clear, focused, and fully realized.

The creative lead behind the visuals is our Visual Art Director

This is the person who makes sure your game doesn’t end up looking like a mix of five different art styles.

The Visual Art Director guides the overall look and feel of the game. From characters and environments to textures and props, they make sure everything fits together visually and supports the story and setting.

One of our Visual Art Directors worked on titles like Guild Wars 2, Avowed, and Nike’s Airphoria in Fortnite, helping keep the art direction focused and cohesive throughout production.

Want a closer look at how we handle worldbuilding? Read our article on Nike’s Airphoria in Fortnite. Read it here.

Blending design and function is what our Tech Art Director does best

If something looks amazing in concept but breaks when you hit play, this is the person who steps in.

The Tech Art Director connects creative and technical teams, making sure assets work just as well in the engine as they do on paper. They’re the ones solving issues with shaders, rigging, and performance without slowing down production.

We also shared some practical tips on updating from Unreal Engine 3 to Unreal Engine 5 in this article. If you’re dealing with a similar transition, it’s a simple breakdown of what to expect.

Our 3D Tech Art Director keeps complex assets running smoothly

This is the person who steps in when the 3D scene looks great but acts like it’s haunted.

Our 3D Tech Art Directors specialize in solving tricky technical issues that come up during production. From asset integration to performance fixes, they make sure everything runs the way it should.

With personal experience on titles like Guild Wars 2, Predecessor, and Nike’s Airphoria in Fortnite, our 3D Tech Art Director brings the kind of deep technical know-how that helps complex assets run smoothly and fit right into any pipeline.

Movement, timing, and expression come to life with our Animation Director

You can model the coolest dragon ever, but if it walks like a penguin, something’s wrong.

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Harvey Newman is our Animation Director. He’s worked on Warships: Jolly Roger, Dune: Awakening, and more, making sure characters move in a way that feels believable and fun to watch.

He leads the team responsible for how characters move, fight, and interact with the world. That includes close collaboration with both the client’s animation leads and our in-house rigging and tech art teams to keep everything aligned and consistent.

Want to get to know Harvey better? We wrote a whole article about him! Check it out to hear his story, career tips, and thoughts on game animation.

Behind every smooth pipeline is a smart Chief Technology Officer

Every solid video game studio workflow needs someone thinking three steps ahead.

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That’s Flavius Alecu, our Chief Technology Officer. He’s worked on iconic games like Resident Evil, The Last of Us Part II, and Grand Theft Auto, and he leads the tech strategy that keeps our teams moving.

Flavius helps shape how we operate across projects and teams, so our game production workflow stays reliable and ready to scale.

The VP of Production is the one keeping everything on track

You can have the most talented artists and developers on a project, but without strong production, things can quickly go off course.

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Ira Vishnetskaia runs the show behind the scenes. She has led production for major titles including League of Legends, FNAF: Security Breach, and Guild Wars 2.

As our VP of Production, Ira is the steady hand behind the scenes. She keeps timelines in check, teams aligned, and conversations flowing. She’s also the one making sure deadlines are met, expectations are clear, and no detail falls through the cracks.

Want to see how our production team pulls it off? We broke it down here. and see how they keep things moving and projects on track.

How We Communicate with Studios

Clear communication is everything. Our game studio team roles aren’t isolated, we’re constantly working side-by-side with studios through shared tools like Slack, Jira, and weekly check-ins.

We assign dedicated producers to each project, ensuring all updates, questions, and feedback go through a single, clear point of contact. Meanwhile, our directors stay closely in sync with the game studios’ leads so nothing gets lost in translation.

It’s a system that works. Some teams bring us in as their full external game art team, handling everything from concept to final assets. Others tap us for support on specific characters, props, or environments.

So… How Do You Actually Build a Game Dev Team?

A strong game development team structure is key to delivering great results. At Devoted Studios, we help studios quickly scale their teams by plugging in the right game development team roles at the right time. Our flexible model works for everything from full co-dev partnerships to targeted support.

  • We start with the scope. What does the studio need? Full co-development or targeted art support?

  • We build the team. Using our roster of 3000+ vetted artists, producers, and tech specialists, we assemble a team with the right experience.

  • We help game studios stay flexible. Our game co-development model allows game studios to scale up or down depending on the project’s phase.

  • We keep it human. No silos. No miscommunication. Just real people collaborating across time zones, tools, and disciplines.

Why Our Structure Works

Our success comes from structure. We’ve built a game development process that balances speed with quality. When game studios work with us, they work with real people who care about the outcome and know how to deliver.

Our game production team is agile, responsive, and experienced. We know how game studios work from the inside, and we build teams that reflect that.

A great example of this is our ongoing work with Obsidian Entertainment on Avowed. Over four years, we partnered with multiple teams on 2D concept art, 3D characters, large-scale environments, and hero props. We became their go-to team not just for delivery, but for reliability, style alignment, and cross-team collaboration.

“The Obsidian team has been completely satisfied with Devoted Studios’ performance in all aspects – art quality, time management, adherence to style and timeline, communication quality control. Devoted does an excellent job and never hesitates to run the extra mile to guarantee the best outcome. They are always punctual, have impeccable production management skills, offer high quality services and reasonably priced.”

Chris Naves, Lead Art Outsourcing Manager at Obsidian

We’re proud to be an outsourced game development team that doesn’t feel outsourced. You get the flexibility of a service with the consistency of a long-term partner. We call it external game development with a feeling of belonging.

At the End of the Day, It’s All About People

Building games is a people business. The tools evolve, the pipelines improve, but it’s the team that brings everything together.

From producers to artists to tech leads, strong collaboration is what makes it all work. At Devoted, we build teams that understand the craft, the challenges, and each other.

Build Smarter with Devoted Studios

Need to expand your team fast, or fill in the gaps without the stress of hiring? We’re built for that. From concept art to full co-dev, Devoted Studios gives you access to pre-vetted artists, proven workflows, and flexible support that fits your production.

Let’s Talk!

Dev
20.11.2025

The Role of Co-Development in Scaling Game Projects

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Scaling a game project is exciting, but we all know that it can also feel like trying to build a rocket ship mid-flight. Deadlines move faster than your team can catch up, bugs pop up out of nowhere, and there never seem to be enough hands on deck.

In the game industry, game co-development is becoming one of the most reliable ways to handle large-scale projects. It’s not just a backup plan. It’s a smart, flexible approach that allows studios to stay creative, stay focused, and meet their goals without burning out.

So, what is co-development in games? And how can it help your studio scale up without breaking the bank? Let’s get into it.

Let’s Start With the Basics: What is Co-development?

Game co-development (or co-dev) means two or more studios working together on a game. This can include everything from character design and environment art to engineering support and live ops. It’s a deeply collaborative process that integrates an external game development team into your pipeline.


The main studio typically owns the vision and creative direction, while the co-dev team helps bring it all to life.

It’s not the same thing as outsourcing game development. With co-development, the external team becomes part of your workflow. You collaborate closely, share updates regularly, and build something together. It’s more like adding a powerful extension to your internal team than handing off tasks into the void.

Why More Studios Are Turning to Co-Dev

The game industry is more complex than ever. Games are bigger, players expect more, and timelines aren’t getting any longer.

The 2025 GDC State of the Industry report shows how tough the landscape has become for game developers. Over half (56%) of developers said they’ve invested their own money into their projects. For indie developers, that number jumps to 82%. Even 29% of AAA studios are self-funding in some form.

When investment is tough to find, studios need flexible, smart ways to get work done. This is where game co-dev studios step in. They help studios increase output, keep quality high, and avoid the long-term commitment of full-time hires.

Here’s how co-development in the game industry supports that goal:

Scale Fast Without Long-Term Hiring

Hiring full-time staff takes time and adds long-term costs. A co-development partner gives you access to ready-to-go teams. You can scale up for a big push and then scale back when the job is done. This flexibility is a huge asset for game project scaling

Keep Your Core Team Focused

Your internal team doesn’t need to do everything. With the right co-dev support, they can focus on the big-picture creative work, while experienced partners handle asset creation, technical support, and other production-heavy tasks.

Move Faster and Reduce Bottlenecks

Large-scale game production can easily hit snags. Co-development gives you more flexibility. You can assign tasks to a dedicated external team and keep the pipeline moving without missing key milestones.

Get Access to Specialized Talent

Some parts of game development require specific expertise, like motion capture, UI systems, stylized animation, and more. A game co-development studio often has those specialists ready to plug in. That saves you time and gives your game a professional edge.

Save on Overhead

One of the biggest benefits of game co-development is cost control. Working with a co-dev team helps you manage costs more effectively. You avoid full-time salaries and still get high-quality work.

Let’s Bust Some Myths About Co-Development

We’ve seen a lot of conversations online about outsourcing and co-development. Some of the posts on Reddit are helpful, but others spread confusion. Let’s clear up a few common myths about co-dev—because they might be holding some studios back from scaling effectively.

#Myth 1: “Bigger Teams = Faster Games”

Credit: r/gamedev on Reddit

✅ Reality: Bigger doesn’t always mean better.

In large teams, things can actually slow down. Too many opinions, too many meetings, and not enough focus on execution. It happens in game development just like it does in corporate offices. More time is spent talking than building.

At Devoted Studios, we don’t believe in throwing more bodies at a problem. Instead, we build lean, strike teams that align with your vision from day one. That way, you get the firepower you need, without the chaos. Our producers work closely with your internal leads to keep things moving quickly, clearly, and without decision fatigue.

#Myth 2: “Any studio offering co-dev services is legit.”

Credit: r/gamedev on Reddit

✅ Reality: Not every team is ready to support large-scale production.

There are groups that look like studios but don’t have the structure, experience, or people to deliver. Some teams may disappear mid-project. Others may lack the skills needed to work with new tech like AR, VR, AI, or blockchain.

We’ve seen that happen too. That’s why our teams are vetted, trained, and experienced. From games like Palia to Risk of Rain 2, our clients count on us to deliver consistent, reliable support with real technical depth.

These myths can make teams hesitant to collaborate, which is totally understandable. But a good partner won’t slow you down or take over, instead they’ll plug in where you need them and help move things forward with support.

Our Game Co-Dev Portfolio

We’ve built our process to support studios at every stage. Our model is flexible, reliable, and built around transparency. From one-time help to full-cycle support, we provide game development support services that grow with your needs.

Here’s a look at some of the projects we’ve supported through co-development:

Palia

PALIA

Palia is a life simulation massively multiplayer online game.

TEAM ROLE

  • Co-development, Engineering, Tools & UI
  • Primary Objective: Implementation of meta-game features
  • Secondary Objective: Bug Fixing

OUR ACHIEVEMENTS

  • Created player house with plot customization
  • Debugged Party/Navigation system
  • Integrated chat system with in-game emojis
  • Developed in-game photography with creative filters
Spectre Divide

SPECTRE DIVIDE

An innovative free-to-play 3v3 tactical shooter

TEAM ROLE

  • Devoted Studios’ engineering team contributed significantly to the early version of Spectre Divide, helping to bring this unique concept to life.

OUR ACHIEVEMENTS

  • Comprehensive Tool Prototyping: Developed tools for Level, Weapon, Ability, Customization, Rigging, and Debugging.
  • Art and Animation Pipeline Optimization: Optimized the workflow from Maya to UE4, including shader testing and UE4 Animation Controller setup.
  • Integrated chat system with in-game emojis
  • Developed in-game photography with creative filters
RISK OF RAIN 2

RISK OF RAIN 2

Escape a chaotic alien planet by fighting through hordes of frenzied monsters

TEAM ROLE

  • Co-dev & Porting to Switch, PS4, PS5, Xbox One, Xbox X|S.
  • Integration of all network features.
  • Rendering optimization.
  • Support for DLC.

OUR ACHIEVEMENTS

  • Boosted FPS performance by 57% on all levels.
  • Introduced Multiplayer to PS and Xbox platforms, featuring 4-player coop.
  • Prepared the game to certification. As part of “Survivors of the Void” DLC
  • DLC certification passed on all platforms from the 1st try.
Five Nights at Fredy’s: Secret of the Mimic

Five Nights at Fredy’s: Secret of the Mimic

VR survival horror

TEAM ROLE

  • Co-dev
  • Engineering
  • 3D Tech Art
  • Art Production

PLATFORM

  • Unreal
  • PS5
  • Steam
  • Epic Games Store

We’ve worked with indie teams, mid-size studios, and AAA publishers. No matter the scale, our goal is the same: deliver work you can rely on, with communication you can count on.

Ready to Scale Smarter?

If you’re trying to figure out how to scale game production, co-development might be the answer. It gives you the flexibility to grow without the stress of hiring, the speed to meet your deadlines, and the support to keep your team focused.

At Devoted Studios, we make that process easier. From day one, you’ll get a responsive partner, clear delivery plans, and access to top-tier talent that fits your project’s style and needs.

Build Smarter With the Right Co-Dev Partner

If you’re looking to scale your game without adding extra stress to your team, co-development can give you the flexibility and expert support to do it right. At Devoted Studios, we work as an extension of your team.

Let’s make production smoother, faster, and more reliable.

Get in Touch

20.11.2025

5 Hidden Clauses in Publishing Contracts That Can Break Your Game Studio

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A publishing deal can look like a dream for many game studios. The publisher gives you money, support, and a way to get your game out to players.

But here’s the problem. One small line in the contract can cost you everything.

In Devoted Speakeasy Episode 36, Ninel Anderson, our CEO, spoke with Brandon Huffman, a lawyer from Odin Law and Media. Brandon has worked with Microsoft, Sony, Nintendo, and Netflix, and he knows the fine print that can make or break a studio.

YouTube video player

Why This Matters for Game Studios

Game development is risky enough. Missing milestones, staff turnover, platform delays. Those are already hard to manage.

Imagine this:

  • Your game sells $10 million
  • Your royalty is 50%
  • You expect $5 million

But you get zero.

Why? The contract says the publisher collects all costs first, from your share.

This happens. And it’s only one of the risks Brandon warned about. Here are 5 of the most important clauses to watch out for.

Milestones That Block Payment

Most publishing deals pay after you hit milestones: alpha, beta, final.

The trap for studios:

  • Publishers redefine “done” and delay payment.
  • Extra feedback sneaks in as mandatory work.
  • You burn time and budget but still fail the milestone.
👉 Tips for game studio: Make every milestone clear in writing. Add rules for what happens if the publisher changes scope. Avoid vague language like “meaningfully consider feedback.”

Recoupment That Leaves You With Nothing

Recoup means publishers take back their costs before you get royalties. Some contracts apply this only to the developer’s share.

The trap: some contracts recoup 100% from the developer’s share. So if your game sells $10M and your royalty is 50%, you still see zero until all costs are cleared.

👉 Tips for game studio: Negotiate for shared recoup (costs split across both sides) or put a cap on recouped expenses. Always ask for transparent reporting.

Termination for “Convenience”

Some contracts let the publisher cancel whenever they want, with no payout.

The impact on studios:

  • Your team is left unpaid mid-project.
  • The publisher may keep the IP.
  • You have nothing to cover staff or overhead.
👉 Tips for game studio: Push for “termination for cause” only, or require the publisher to pay a fee if they cancel early.

Losing Creative Control Without Realizing

Publishers sometimes take creative control without calling it that. Clauses like “Publisher approval required” or “Feedback must be implemented” give them the power to dictate changes.

👉 Tips for game studio: If you’re working on your own IP, their role should be advisory, not controlling. Don’t sign away the right to decide how your game plays or looks.

Strategic Rights That Hurt Your Next Game

Publishers may ask for rights that reach beyond your current game:

  • Right of first refusal (ROFR): They get the first chance to publish your next game.
  • Last-look rights: They can match other offers.
  • Territory rights: They automatically get certain regions.
👉 Tips for game studio: Be careful. These clauses can scare away future partners and limit your studio’s growth.

Lessons From Devoted Speakeasy Ep. 36 With Brandon Huffman

Don’t sign anything you don’t fully understand.

One line in a contract can decide your studio’s future.

Things to check before signing:

  • Be clear on what each milestone means so payments don’t get delayed.
  • Make sure recoup costs are shared or capped so you aren’t left with nothing.
  • Push for fair termination terms so they can’t just walk away.
  • Keep creative control if the IP is yours.
  • Watch out for rights that tie up your future projects or deals.

Publishing contracts are survival documents, not just legal forms. If you don’t read the fine print, you risk losing your royalties, your freedom, or even your studio.

These five are the most common traps, but they’re not the only ones. From scope creep to dispute clauses, there’s a lot more hiding in the details.

That’s why Brandon’s full breakdown in Devoted Speakeasy Episode 36 is so valuable. He explains the strategies, the questions to ask, and the warning signs every studio needs to know – and there’s more of it.

Watch the full episode here to protect your game and your team.

Build Games Smarter With Devoted Studios

From art production to full co-development, Devoted Studios connects you with the talent and expertise to bring your game to life. We scale with your needs, plug into your pipeline, and help you deliver without the overhead of growing a massive in-house team.

Work With Us

20.11.2025

How Smaller Teams Are Solving Big
Game Development Problems

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How Smaller Teams Are Solving Big Game Development Problems

You’ve probably heard the phrase “all hands on deck,” but what happens when your hands are already full?

Game development is never a straight line, especially as you get closer to launch. Tasks pile up, deadlines tighten, and things start to shift quickly. Features that were once “almost done” now need urgent attention.

That’s when studios start looking for support. Not just more people, but the right kind of help. Skilled, fast, and focused.

This is where a strike team comes in.

We, Devoted Studios, are that strike team.

But, what exactly is a strike team? How does it work? And why do so many game studios (from indies to AAA) rely on them, especially in the final stretch?

We’ll explain what that means.

What is a Strike Team in Game Development?

A strike team is a small group of developers from different specialties like art directors, technical leads, or producers who come together to solve one specific challenge in the game.

Unlike traditional departments that work separately, strike teams unite people across roles to focus on a shared task. That might be fixing a bug, polishing a feature, or finishing a key system before launch.

Strike teams are temporary. They’re formed when there’s an urgent need and usually finish their work within a few weeks. Once the task is done, the team wraps up.

This model offers speed, clarity, and adaptability—all things game studios need to stay on track in a fast-moving industry.

Harvey Newman, Animation Director at Devoted Studios, explains it well on his YouTube channel,

“Normally, a team works together within their department—the art team, animation team, design team, etc. But toward the end of a game, we usually create what we call strike teams… Instead of just the animation team working together, all of a sudden you have an animator, an engineer, an artist, and a sound designer… trying to tackle a problem within the game that needs to be solved in order for us to progress forward.”

So basically: when something needs to be fixed fast, and cross-discipline knowledge is required, a strike team forms.

Why Strike Teams Work So Well

Despite the scale of AAA projects, with teams of 100 to 500 people across programming, art, design, audio, QA, and production, things can still slip. With so many teams working in parallel, staying flexible becomes harder, especially as launch day gets closer.

As Harvey Newman, our Animation Director, explains on his video, even at big studios like EA and SEGA, teams usually stay within their departments. But near the end of production, more and more features start needing extra attention.

Studios form these small, cross-discipline groups to solve specific problems quickly. Each person brings a different skill, but they all work toward one clear goal. Communication is faster, decisions are easier, and progress is more focused.

When pressure builds, this is where a strike team can help game studios stay on track.

Speed and precision

Strike teams don’t need long onboarding or training.

We get into your pipeline quickly, understand what needs to be done, and start solving problems from day one.

Tailored expertise

Every strike team is built based on what you need. Maybe it’s animation polish, gameplay scripting, or final lighting work.

Whatever the task, we bring together the right experts to get it done.

Cross-discipline collaboration

Unlike traditional teams that work within one department, a strike team blends roles.

This lets us tackle problems from every angle—technical, visual, and design-related—all at once.

Support without long-term headcount

You don’t have to expand your full-time team. Strike teams provide the support you need, for as long as you need it, and then step back when the job is done.

It’s a flexible way to boost your game development team without taking on more overhead.

This cross-functional setup helps teams solve problems faster. Everyone involved understands the goal, shares ownership, and moves quickly without needing long onboarding or constant handovers.

When to Use a Strike Team

Strike teams can help at any point, but they shine in moments when timing and focus are critical. For example:

  • You’re a few weeks from launch and a major feature still needs tuning
  • A gameplay bug is blocking the next milestone
  • You’re heading into console certification and need extra eyes on performance
  • Your internal team is swamped and can’t take on more
  • One part of the game is “nearly finished” but needs polishing

In all these cases, a strike team can come in, take ownership, and solve the problem without sidetracking the rest of the game development team.

What Our Strike Teams Look Like

At Devoted Studios, we’ve built our service model around this concept. We support game studios by becoming the strike team they can rely on—an extension of their game development team.

Here’s how we work:

The result? You get focused progress where it matters most, without needing to manage another full-time team.

A Real Example of a Strike Team at Work

Let’s say a studio is preparing a new level for launch. The environment looks great, but the lighting isn’t consistent. QA starts flagging visibility issues. The internal lighting team is busy on another feature and can’t switch tasks without slowing things down.

That’s when we get called in.

We bring in our senior producer, a technical art director, and a QA specialist. The producer coordinates priorities and keeps communication clear, the technical art director reviews asset performance and visual consistency, and the QA specialist tests for any gameplay or visual issues. Together, they troubleshoot, adjust, and validate the fixes. The process stays fast, focused, and collaborative.

This is the kind of support that can turn stressful situations into smooth progress for any game development team.

Strike Teams Are Built for Today’s Game Industry

Games are getting more complex. Teams are more distributed. And production timelines are always shifting. Studios need partners who can jump in, solve problems, and make things happen without adding friction.

That’s what we do.

The need for flexible support is clearer than ever. According to the 2024 GDC Survey, 41% of game developers reported being affected by layoffs in the past year. One in ten were laid off themselves, with narrative roles hit the hardest at 19%. In a climate like this, studios are being asked to deliver high-quality games with fewer resources and more pressure.

Strike teams help fill that gap. At Devoted Studios, we take this approach even further.

We build custom strike teams based on exactly what your project needs. By blending top individual talent with specialized team structures, we create a workforce that adapts to your game, and not the other way around. This model gives studios access to skilled support without expanding full-time headcount.

Let’s Talk About Your Next Milestone

If your studio needs help getting a game across the finish line, handling last-minute challenges, or simply adding a burst of production power, we’re here to help.

We’re the strike team you can trust.

Running Low on Time or Resources?
Let’s Fix That

Let’s help you build a custom strike team that fits your timeline, budget, and workflow.

Talk to Our Team

18.11.2025

Howtofixmygame.com: Turning Steam Reviews into Actionable Game Dev Insights

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If you’ve released a game on Steam, you know how fast feedback comes in. Thousands of players share opinions, ideas, and frustrations. But making sense of it all can feel impossible.

That’s exactly the problem Flavius Alecu, our Chief Technology Officer at Devoted Studios, set out to solve. His new tool, howtofixmygame.com, helps developers turn thousands of Steam reviews into clear, prioritized improvement lists. So they can focus on fixing what actually matters to players.

Quote avatar

Flavius Alecu, one of Devoted Studios’ technical leads, built the tool based on what he’s seen in years of game production.

Many teams, even well-organized ones, struggle to keep up with player feedback after launch. Flavius wanted a faster way to turn that noise into something developers can act on.

Flavius is also a key member of Devoted Studios’ strong and innovative management team, highlighting the expertise behind the company’s technology leadership that clients and partners can rely on. His work reflects Devoted’s broader commitment to building practical tools that make co-development smarter, more transparent, and easier to scale.

The Problem: Steam Reviews Are Hard to Use

Steam reviews are full of useful information, but they’re rarely structured.

Developers spend hours scrolling through player comments trying to answer questions like:

  • What’s actually frustrating players?
  • Which bugs or systems get mentioned most often?
  • Are negative reviews pointing to one major issue or ten small ones?

For developers, this means hours of reading, tagging, and trying to find patterns. Larger studios might use internal tools or analysts, but smaller teams often rely on gut feeling, which makes it easy to miss what players are actually saying.

How Howtofixmygame.com Works

The idea behind howtofixmygame.com is simple: take all that unorganized player feedback and make it readable.

Analyzing Reviews

Here’s what it does:

  • You enter your Enter your Steam App ID or store URL to get started.
  • The tool scans reviews and groups recurring themes automatically.
  • It creates a list of issues or suggestions, sorted by how often they appear and how strongly players feel about them.
Analyzing Reviews
Results

What you get is a short, prioritized list that helps decide what to fix or improve next, without spending days reading every review.

Why It’s Useful for Developers

Most teams already track community feedback through Discord, Reddit, or social media, but it’s easy to lose track of the bigger picture.

Howtofixmygame.com gives developers a quick overview of what players talk about most, and how those topics change over time.

It helps teams:

  • Spot repeating technical or gameplay issues
  • Organize bug-fixing priorities
  • Understand what players appreciate most
  • Plan updates with better context

For small and mid-sized studios, it’s a practical way to get structured insight without extra resources.

A Glimpse Into the Future of Game Feedback Analysis

Tools like howtofixmygame.com represent a broader shift in how the industry handles player feedback. Rather than treating reviews as anecdotal, developers can now use them as structured input for data-informed design and production decisions.

When teams understand exactly what’s frustrating or delighting players, they can make better design calls, plan updates more efficiently, and deliver games that resonate more deeply with their audience.

As games become more service-oriented, with frequent patches and evolving content, tools like this may soon become essential for post-launch success. And that’s good for both players and developers.

Try It Yourself!

If you’re working on a Steam title, check out howtofixmygame.com. It’s free, simple to use, and built by someone who understands the developer’s perspective firsthand.

And if you’re a studio looking for a co-development partner that brings the same kind of technical clarity to your projects, Devoted Studios can help. Our team combines engineering expertise, production efficiency, and player-centric insight to help studios scale smarter.

Work With Devoted Studios

From engineering, optimization to art production, our teams work alongside studios of all sizes to deliver quality results without losing creative control.

If you’re building a game and need a partner who understands both the creative and technical sides of production, we are your people.

Let’s talk about your next project

11.11.2025

How to Build a Portfolio Hiring Managers Can’t Ignore

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Hiring managers look at hundreds of portfolios. Most are fine. A handful are unforgettable.

We put this guide together to help you build the second kind, drawing on lessons we’ve collected from our Get Hired podcast. In Episode 13, we spoke with Jessica Stites and Lacey Bannister from Maxis. In Episode 14, we talked with Dimitri Berman from Obsidian.

Between them, they’ve looked at more portfolios than most of us will ever send, and their advice is refreshingly direct. They told us what matters most, what instantly pushes a portfolio to the side, and the small details that quietly make the difference between a “maybe” and a “yes.”

The First Filter: Can You Finish Something We Can Ship?

When Dimitri explained how he reviews portfolios at Obsidian, he put it in the clearest way possible, “If I give you a task right now, can I tell from your portfolio that you’ll finish it and we can put it in the game?” That’s the test. Before a recruiter even picks up the phone, your portfolio has already done about 80 percent of the work for you.

What this means for you

  • Show complete, game-ready pieces, not only pretty WIPs.
  • Include final renders, wireframes, maps, and brief context on scope, tools, and constraints.
  • If you are a junior, include one or two small projects taken end to end. It proves you understand pipelines, not only sculpting.

Make Access Instant

When we asked Jessica and Lacey about the number one mistake they see, their answer wasn’t about modeling or texturing, it was access.

Portfolios that bury the good work under layers of clicks and menus get abandoned quickly. A hiring manager might be willing to dig, but the easier you make it for them to get a sense of who you are, the more time they’ll spend actually looking at your art.

A strong portfolio doesn’t waste those first ten seconds. A simple grid of hero pieces, each opening into a clean page with renders, breakdowns, and a short write-up, is all it takes. Put your reel and your résumé one click away. Skip the splash screens and background music. We heard it again and again: clarity beats cleverness every time.


That’s exactly why Devoted Fusion is built the way it is. On Fusion, artists don’t need to overthink portfolio design. Everything is laid out so hiring managers can see your best work right away. Your reel, your projects, and your details are one click away, no splash screens or buried menus. It mirrors what studios told us directly: clarity beats cleverness every time.

Match The Studio’s Style Without Guessing

You can be a phenomenal artist and still get a no if your work does not look like the studio’s game. On Get Hired, Dimitri is blunt about this. Reviewers look for someone who can start on day one and “gets what we are doing.”

How to tailor fit

  • Audit the art direction of your target studio. Stylization level, materials, proportion, language, and lighting.
  • Put 2 to 3 pieces in that exact lane. If you love anime, aim for studios that ship anime.
  • Keep variety elsewhere, but make sure your first row proves you can deliver their look.

Show Stylization Skill, Not Only Realism

Maxis cares deeply about stylization and technical construction. If your portfolio is only photoreal scans or hyper-detailed assets, you will be harder to place on a stylized life sim.

Bridge the gap

  • Include at least one stylized asset that keeps the heart of the object while simplifying shapes.
  • Prove construction thinking. Chairs, backpacks, cabinets, hair cards, and clothing with believable seams, closures, and deformation paths.
  • Explain how the asset will animate or be interacted with. Show thought about range of motion and where parts collide.

Make Your Work Easy To Quote

Large language models and human reviewers both love clean, self-contained facts. Structure your case pages so each section can be read and quoted in isolation.

Use this structure

  • What this is: 1 or 2 lines that set context.
  • Constraints: tri count, maps and sizes, engine, time box.
  • Goals: what visual or gameplay problem you solved.
  • Process in steps: sculpt, retopo, UV, bake, texture, integration.
  • Outcomes: optimization, memory win, or pipeline tweak.

Short, precise sentences win. They lift cleanly into hiring notes or internal chat threads.

Prove Technical Taste

The best portfolios show taste as much as technique. Reviewers on Get Hired called out the same details again and again.

Texture and material cues

  • Break up roughness. Nothing is uniformly shiny or matte.
  • Add wear where it earns it. Edge chipping, fabric pilling, grime that sits in crevices a little, not a lot.
  • Distinguish materials. Painted metal is not bare metal. Felt is not cotton. Plastic is not lacquer.

Topology and deformation

  • Clean loops around joints.
  • Sensible density. Spend where silhouette changes. Save where it does not.
  • For clothing, show seams and closures where they would exist in reality. It signals design literacy.

Lighting that helps, not hides

  • One hero shot can be dramatic.
  • The rest should be honest, neutral lighting that makes the model readable.
  • If a render is so perfect it looks like a poster but hides forms, dial it back. As Dimitri said, “I just want clean lighting where I can tell what I’m looking at.”

Show Range Without Losing Focus

Both Maxis and Obsidian like to see range and depth.

If you are a character artist

  • 1 realistic character with hair, skin, and believable materials.
  • 1 stylized character with clear shape design and clean topology.
  • 1 outfit or hard-surface character prop that proves you can build and rig sanely.

If you are early in 3D

  • Consider environment art to get momentum. It is often easier to assemble a small, finished scene that proves composition, materials, and performance awareness.
  • Later, pivot to characters with a stronger grasp on world building and scale.

If you love rigging and skinning

  • Technical character artists are in demand. Include one rig breakdown, deformation tests, and a short Unreal setup if you can. On Get Hired, we heard that Unreal knowledge increases your value.

Make It Obvious You Collaborate Well

The portfolio opens the door. The conversation keeps it open. On Get Hired, Maxis leaders highlighted what they listen for once you get the call:

  • Openness and curiosity. Do you ask questions about the role and the pipeline.
  • Growth mindset. How you handle feedback and where you want to improve.
  • Team awareness. Can you sit with animators, engineers, and design to solve problems.
  • Initiative. Have you onboarded someone? Have you documented a small tool or step that helped others?

Layout Mistakes That Quietly Kill Great Work

From our Get Hired portfolio breakdowns, these patterns kept showing up:

  • Labyrinth navigation. Nested galleries and mystery menus.
  • Over-busy designs. Cool for posters, hard to read in games. If your face or key forms get lost, simplify.
  • Uniform wrapping and noise. Bandage wraps, stitches, or fabric patterns that repeat perfectly. Break them up.
  • No context. Beautiful renders with no poly count, no texture sizes, no explanation of decisions.
  • Only fan art. Fan art is fine. If it is all you show, add at least one original piece that proves design thinking.
  • AI tells. Hands, digits, jewelry, or fabric behaving in impossible ways. Reviewers do zoom. If a shot looks too perfect but forms do not add up, trust drops.

Entry Level Is Real. Trainability Matters.

Maxis does hire juniors right out of school and has a structured onboarding approach. If you are new, your job is to show trainability.

What to include:

  • A short section titled “How I Work”. One paragraph on your pipeline and tool choices.
  • A breakdown that shows before and after learning. For example, first cloth sim vs improved pass after feedback.
  • A note on time boxing. “Blocked mesh in 6 hours. Final pass in 22 hours.” It shows planning and pace.

Your Hero Pieces: What “Great” Looks Like

Pulling direct cues from what our guests praised on Get Hired:

  • Hair that breaks cleanly into clumps and flyaways. Brows that sit in the skin, not on top.
  • Texturing that tells a story. Scratches where a weapon would drag. Wax dripping where a candle would melt.
  • Shape clarity. Strong silhouettes, clear negative space around weapons and limbs, and poses that communicate intent or emotion.
  • Material separation. Leather vs coated fabric vs metal feels distinct at a glance.
  • Poses with purpose. Avoid symmetrical, noncommittal stances. Hands and shoulders sell character.

A Repeatable Portfolio Build Plan

  • Pick your target studios. Note style, engine, and constraints.
  • Choose three hero pieces that match the target. One stylized, one realistic, one technical.
  • Plan constraints before you start. Set budgets and map sizes as if you were on a team.
  • Build with breakdowns in mind. Capture steps and decisions as you go.
  • Light honestly. One dramatic hero shot, then neutral light for clarity.
  • Write the one-page case. What this is, constraints, goals, steps, outcomes.
  • Ship and iterate. Get feedback from working artists. Apply two concrete notes. Reship.

FAQ

How many pieces should I show?

Six to nine is plenty for a first pass. Lead with your three strongest. Hide anything older that drags the average down.

Is fan art okay?

Yes, if it matches the style of the studio you want. Add at least one original concept or design-driven asset to prove you can make decisions, not only copy.

Can I get hired without shipped games?

Yes. Maxis, for example, routinely trains strong juniors who show taste, fundamentals, and the ability to learn.

What about reels vs stills?

For animation roles, a reel is essential. For modeling and texturing, stills plus clean breakdowns are often faster to assess, with a turntable for clarity.

Looking for real briefs and faster feedback?

Studios and freelancers connect on Devoted Fusion to work on paid projects without admin hassle. If you want experience that hiring managers trust, build with real constraints on Fusion and turn that into portfolio pieces that say “yes” for you.

Join Fusion FREE

22.09.2025

The Houdini Generation: How Procedural Workflows Are Changing Game Development

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For years, 3D artists worked in a world of rigid, destructive workflows. You model something, you commit to changes, and every new revision means hours… sometimes days of rework. But a change is happening in how modern artists approach their art.

We’re entering the Houdini Generation. A growing wave of artists, designers, and technical directors who see proceduralism not as a specialty skill, but as the foundation of their entire creative process.

This isn’t just about using Houdini, the software. It is about thinking in a procedural way, where assets can be adjusted at any time, and every stage of the work can adapt to changes without breaking. This is, of course, transforming how games and other 3D projects are made.

Let’s First Understand What Houdini Generation Is

In traditional modeling and animation pipelines, artists work step-by-step, “baking in” decisions as they go. Need to change something halfway through? That’s usually a backtrack to square one. You can save multiple file versions or try to undo certain changes, but the process is inherently destructive.

Houdini’s node-based, procedural workflows solve this problem. In Houdini, every action is stored as a node in a chain of instructions. You can go back to any node, change it, and the results update across the entire project.

This makes changes easy at any stage. You can add detail, adjust proportions, change materials, or alter environments without starting over.

What Makes the Houdini Generation Different?

The Houdini Generation isn’t defined by age or years of experience. It’s defined by attitude.

They…

  • Think in systems rather than steps
  • Plan for change from the start of a project
  • Automate repetitive tasks such as UV unwrapping, scattering, or terrain creation
  • Use Houdini alongside other tools such as Unity, Unreal, Substance Designer, Substance Painter, and 3D Coat

This mindset thrives in modern game production, where rapid iteration is the norm and creative pivots are inevitable. When your pipeline is procedural, you’re not starting over, you’re adapting.

How Procedural Workflows Are Used in Game Development

For many outside the industry, Houdini is synonymous with blockbuster visual effects like explosions, particle systems, complex simulations. While that’s true, the Houdini Generation is proving that proceduralism is just as valuable for everyday game development tasks.

Modeling

Instead of locking into a fixed geometry, Houdini assets can be resized, reshaped, or even turned into completely different objects quickly. A table can become a chair in minutes, ready to be placed in the game engine.

Rigging and Skinning

Bones can be added to a rig without redoing all the weights and animations. This saves time when adding props or making character adjustments.

Texturing

Procedural materials built in tools like Substance Designer evolve alongside the asset. Change the mesh? The textures adapt automatically. No more repainting entire surfaces for every tweak.

Level Design

Procedural environments mean a single desert level can become a snow biome in minutes. Houdini Engine integration lets level designers make these changes directly inside Unity or Unreal, even in real time.

Procedural Thinking Saves Time and Money

From a production standpoint, procedural workflows aren’t just faster, they’re safer. Every change is reversible. Every asset can be regenerated with new parameters.

That means:

  • Fewer delays in production
  • Lower risk from last-minute changes
  • Small teams producing large amounts of content
  • Consistent quality across all versions of an asset

With this approach, it is possible to complete multiple complex assets in a single day, including modeling, rigging, skinning, UV mapping, texturing, and testing in the engine.

Why the Games Industry Is Embracing the Houdini Generation

Game development is notoriously unpredictable. Creative direction shifts, platform requirements change, and gameplay mechanics evolve mid-production. Studios that cling to rigid workflows often find themselves burning time and budget just to keep up.

Proceduralism offers an insurance policy against that chaos. By building flexibility into the assets themselves, teams can pivot without derailing production.

This is especially critical in areas like:

  • Live service games, where content updates are constant.
  • Multi-platform releases, which require rapid optimization for different hardware.
  • VR and AR experiences, where performance constraints demand fast iteration.

Because of this, many studios are now seeking artists who understand Houdini and procedural workflows, not just for visual effects but for core production work.

Houdini Generation Means A Generational Shift in Mindset

The Houdini Generation is a movement toward procedural literacy rather than simply a collection of power users. Just like coding literacy changed the role of designers in the web era, procedural literacy is changing the role of 3D artists.

This literacy means:

  • Understanding how to break problems into modular, repeatable processes.
  • Thinking ahead about how assets might need to change.
  • Collaborating with technical artists and programmers in a shared language of parameters and dependencies.

The gap between traditional and procedural workflows will keep growing. Artists who understand procedural tools will have a clear advantage.

The Future of the Houdini Generation

Looking forward, proceduralism will only become more central to game and 3D content production. As engines like Unreal Engine 5 and Unity expand their support for procedural pipelines, and as more studios adopt cross-tool workflows, the gap between traditional and procedural artists will widen.

We can expect:

  • Deeper engine integration so Houdini assets update in real time without exports.
  • More artist-friendly tools to lower the learning curve for procedural modeling.
  • Hybrid roles where artists and technical directors share the same toolset.
  • Procedural VFX in-game without heavy pre-baking.

Ultimately, the Houdini Generation isn’t just about using one piece of software—it’s about building a culture of adaptability in digital art. Whether you’re creating stylized indie environments or photoreal AAA worlds, the ability to revise without starting over is becoming the gold standard.

So What Does the Houdini Generation Mean for Your Pipeline?

The Houdini Generation is setting a new standard for how 3D art and games are made. This way of working allows changes at any time, speeds up production, and keeps quality high.

In a creative industry that changes quickly, procedural workflows give artists and studios the flexibility they need to succeed. From characters to environments to effects, thinking procedurally is becoming the key to staying competitive.

10.09.2025

What Are 3D Modular Systems in Game Development? A Beginner-Friendly Guide

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Have you ever walked through a game and wondered, “How did they build all of this?” Cities, castles, dungeons, forests… you name it. It might seem like every wall and window was crafted one at a time. But in reality, most of those environments were made using a much smarter approach: 3D modular systems.

In this article, we’ll explain what modular systems are, how they work, and why studios like us, Devoted Studios, use them to build large-scale environments quickly and efficiently.

What Is a 3D Modular System?

Let’s start with the basics. A 3D modular system is a set of reusable building blocks used to create game environments.

Think of it like LEGO. Instead of making one big building as a single model, artists break it down into smaller pieces called modules. These pieces might include:

  • A section of a wall
  • A window
  • A doorframe
  • A corner piece of a roof
  • A sidewalk or stair
  • Even a chunk of rock or cliff

All these modules are made to fit together perfectly, based on shared measurements (called metrics). They snap together cleanly in any combination, allowing artists and designers to create many different scenes using the same parts.

Why Do Studios Use Modular Systems?

Imagine you’re building a whole city for an open-world game. Doing that by hand, one building at a time, would take forever. You’d need dozens (or hundreds) of unique 3D models, which would slow down your production, cost more, and make your game heavier to run.

Here is why modular systems are useful:

Modular System Benefits

For example, at Devoted Studios, we have created modular kits that use just 50MB of texture data. With that, we can build entire neighborhoods by combining and reusing the same parts in different ways.

What Does a Modular Workflow Look Like?

Here’s a simplified version of how we create a modular system at Devoted Studios:

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#1: Start with a concept

We begin with an idea or drawing of a space, like a building or a room. This helps us understand the look and feel we are going for.

Step icon
#2: Break it into parts

We split the concept into logical parts: walls, corners, doors, windows, trims. We define clear sizes (like “this wall is 4×4 meters”) so everything lines up.

Step icon
#3: Block it out

Before we get into detailed modeling, we create basic 3D shapes to test how everything fits. This is called a blockout, and it is where we catch early problems.

Step icon
#4: Model and texture

Once the blockout is approved, we create detailed 3D models and add textures. The result is a clean, reusable set of game-ready modules.

Step icon
#5: Import and test in the engine

We bring the assets into the game engine (like Unreal or Unity) and test them in real scenes. If anything doesn’t align perfectly, we fix it early.

How Different Team Members Work Together

Building a modular system takes teamwork:

  • Concept artists design the original look of the environment.
  • 3D artists break it down into modules and build the actual models.
  • Technical artists help with tools, snapping systems, and integration into the engine.
  • Level artists use the modules to build actual game areas.

All of these team members need to follow the same rules. If a wall is supposed to be 400cm wide, it can’t be 401cm. Even a 1cm difference can break the whole system. That’s why documentation and communication are so important.

How to Avoid Repetition in Modular Art

A common beginner’s concern is: “If I reuse the same pieces, won’t everything look the same?”

It’s a good question. And yes, repetition is a real risk. But there are creative ways to hide it.Here is how we solve that:

  • Use decals like dirt, cracks, stains, or graffiti to add variety.
  • Make alternate versions of key pieces with small changes.
  • Design smarter textures that do not have large, obvious details that repeat.

A good example is concrete. Instead of adding a big crack in the texture, we use small surface noise. That way, even if it repeats, it does not look unnatural.

How We Test and Validate a Modular Kit

Before we say a modular kit is ready, we go through a checklist:

  • Do all pieces connect correctly?
  • Do floors and stairs line up?
  • Do windows and doors fit properly?
  • Are textures seamless?
  • Are sizes accurate?

All of this is tested during the blockout phase using simple placeholders. It is better to fix problems early, before investing time in polish and detail.

Common Mistakes and How to Avoid Them

Modular systems are powerful, but they come with risks if you are not careful. Some common beginner mistakes include:

  • Using the wrong size for a module
  • Misplacing the pivot point (which causes snapping issues)
  • Forgetting to fully close the model (it should be watertight)
  • Not planning for both the outside and inside of a building
  • Overcomplicating the system with too many parts

To avoid this:

  • Use clean, easy-to-measure sizes (like 2 meters or 4 meters)
  • Build a clear style guide or documentation
  • Test early using blockouts
  • Work closely with the team to keep everything aligned

Real-World Game Examples

Many popular games use modular systems behind the scenes:

  • Spider-Man builds its entire city using modular buildings
  • The Division uses modular kits to design its urban environments
  • Far Cry: Wildlands combines modular kits with procedural generation
  • Dishonored 2 separates modular systems for interiors and exteriors

In all of these games, modularity allows developers to build large, believable worlds without starting over for every object or building.

One Last Thing!

3D modular systems are one of the smartest ways to build rich, scalable game environments. Instead of crafting everything by hand, artists and designers build flexible kits and use them to create endless variations. This saves time, reduces costs, and helps teams stay efficient across large projects.

If you are new to game development, learning modular design is one of the most useful skills you can pick up. It teaches you how to think systematically, work as part of a team, and build environments that feel alive.

At Devoted Studios, we believe modular systems are not just a technique. They are a mindset that helps teams move faster, collaborate better, and deliver high-quality results.

04.09.2025

3 Art Directors. Same Riot Experience. Here’s What We Learned from Their Stories

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What does it really take to become an Art Director in games?

For Minoh Kim, it started in QA.
For Artem Volchik, it started in modding.
For Billy Ahlswede, it started with a comic book portfolio and a love for fantasy.

Photo of art directors in a group

All three have held leadership roles at Riot Games… but their stories couldn’t be more different.

We’ve all asked ourselves: “Am I on the right track?” Hearing how these art directors built their careers helped us see just how many ways there are to grow, and why the detours often matter most.

Minoh Kim: From Game Tester to Art Director at Riot.

Before becoming an Art Director at Riot, Minoh started out as a game tester at Sony.

He spent his early career toggling between concept art gigs and internal QA roles. That gave him two things:

  • An eye for design that serves gameplay
  • A deep respect for how games actually get built.

“There’s a difference between just an artist and a game developer… this pixel doesn’t have to be the most beautiful thing ever, but it has to work for what the game’s design is.”
Minoh Kim avatar

Today, Minoh leads with that same mindset. To him, great art direction starts with strong fundamentals, and a willingness to collaborate across disciplines.

Artem Volchik: Self-Taught, Mod-Driven, Player-First.

Artem didn’t follow a traditional path. He didn’t go to art school. He learned by doing. Through modding, passion projects, and working with small teams.

What moved his career forward wasn’t a degree. It was the experience he built over time. That eventually led him to roles at Riot, Bungie, and now his own studio, Raid Base Inc.

One thing he cares about deeply is helping artists spend more time on meaningful creative work and less on repetitive tasks.


“We should really make artists’ lives better. Less repetitive work, more focus on the stuff that moves the needle.”
Artem Volchik avatar

He brings a systems-thinking approach to art direction, especially when it comes to pipelines, tools, and tech that supports creative freedom.

Billy Ahlswede: From Fantasy Sketches to Stylized Worlds.

Billy’s path mixed a love for fantasy with being in the right place at the right time.

He joined Riot early on during League of Legends, then moved to work on Legends of Runeterra. After several years there, he took a new step and joined Elodie Games as Art Lead.

Why the change?


“You have to realize the game you’re working on might not be the game you love. I wanted to work on something that felt more like me.”
Billy Ahlswede avatar

Billy’s approach to art direction blends playful stylization with technical rigor. He’s known for building scalable pipelines that still feel expressive, like using grayscale base tones for coloring, or stylized proxies to speed up iteration.

What Can We Learn?

No two journeys look alike, but here’s what kept coming up:

  • You don’t need a fancy degree if you’ve got real experience
  • Great art direction means thinking about the whole system, not just the visuals
  • Making games is a team effort, and your art has to help the player
  • Sometimes the biggest growth comes from taking a risk or trying something new

Listening to them reminded us there’s no one right way to build a career in games. You just have to keep learning, stay curious, and find what works for you.