Game Art Outsourcing

3D Character Art · Environment Art · Concept Art · UI/UX · Lighting

Most studios searching for game art outsourcing end up with a vendor — a queue, a contact sheet, and assets that need three revision passes. That’s not how Obsidian, Blizzard, and Riot worked with us.

Devoted Studios operates as an embedded co-development partner.
Same keyword, entirely different result.

  • – Obsidian Entertainment — 4-year art partnership across Avowed and The Outer Worlds 2
  • – Blizzard Entertainment — concept art production for Overwatch
  • – Riot Games — art production for League of Legends 
  • – 250+ projects shipped · 250+ core team · 15+ countries 

Our Partners

Our Art Projects

The Outer Worlds 2

Sci-fi action RPG
Lighting Character & Creature creation

Avowed

4-year Partnership with Obsidian Entertainment
End-to-End Environment Production 3D Foliage Creation 3D Character Creation

Minds Eye

Action-adventure, Thriller, Sci-Fi
Lighting Level Art Engineering Modular environment

Pioneers of New Dawn

MMO — persistent world set after global ecological disaster
Concept art: 2D environments and characters 3D animation

League of Legends

Premier Multiplayer Online Battle Arena (MOBA)
End-To-End Level Art Production End-2-end characters End-2-end Environment & Props In-engine integration

What ‘Game Art Outsourcing’ Actually Means at Devoted

Outsourcing, as most studios experience it, means throwing a brief over a wall and managing the fallout. Co-development means an embedded team that knows your style guide, works in your tools, and ships assets that go straight into build — not into a revision spiral.

Here’s how Devoted delivers across every art discipline

Character Art

Character Art

From concept brief to rigged, in-engine character. Heroes, enemies, NPCs, creatures — style-matched, tech-spec'd, delivered. Shipped for Riot Games, Elodie Games, Obsidian, and Blizzard.

Environment Art

Environment Art

Level art, props, vegetation, modular kits, destruction states. End-to-end environment production pipelines delivered across a 4-year Obsidian engagement on Avowed.

Concept Art

Concept Art

Pre-production concepting, key art, style development. 2D concept art for characters, environments, and weapons — at the production quality Blizzard's Overwatch demands.

UI/UX Art

UI/UX Art

UI systems, icon libraries, HUD elements, menu screens — to spec and integrated. Delivered across console, mobile, and PC at production scale.

Lighting

Lighting

In-game and cinematic lighting in Unreal Engine. Shipped on The Outer Worlds 2 — a co-developed Obsidian title, shipped October 2025.

Tech Art

Tech Art

LOD pipelines, texture streaming, material instancing, shader work. DS tech artists bridge art and engine so your build doesn't catch fire on delivery.

Level Art & World Building

Level Art & World Building

Production-scale level art — modular kits, hero props, set dressing, full world-building pipelines. DS level art teams work inside your scene structure in Unreal Engine or Unity, delivering blockout through final polish at Obsidian-level environment complexity.

Key Art & Illustrations

Key Art & Illustrations

Promotional key art, splash screens, loading screens, and 2D marketing illustrations — style-matched to your IP. Delivered at Blizzard production quality. Same team that shipped concept art for Overwatch.

Rigging & Animation Support

Rigging & Animation Support

Character and creature rigging, skinning, and animation integration. Game-ready rigs to your exact spec — delivered in Maya and Blender. Shipped on Seekers of Skyveil (Elodie Games) and across multiple co-development projects.

The Difference Between a Vendor and a Partner Is One Delivery Cycle Away

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Embedded, Not External

Devoted teams work inside your pipeline — your version control, your review process, your tools. There’s no handoff queue. Assets go into build, not into a feedback loop.

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You Brief Once. We Deliver to Build.

Most art vendors need three passes before assets are production-ready. DS embeds in your pipeline — your version control, your review cadence, your engine. Assets go straight into build because our team understands your brief before production starts, not after the first delivery.

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Devoted Strike Teams

Ryan Lastimosa (Studio Art Director) — Respawn, Apex Legends, Titanfall, CoD4. Jason Millena (Executive Creative Director) — oversees creative direction across every DS art engagement. Flavius Alecu (CTO) — Rockstar Games, Red Dead Redemption 2, GTA V, PS5. This is the team behind your art production.

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9 Disciplines. 0 Vendor Gaps.

Concept art, 3D characters, environment art, level art, lighting, UI/UX, key art, rigging, tech art — all in-house. No sub-contracting, no discipline gaps, no coordination overhead between vendors. One team owns the full pipeline.

This Is What End-to-End Actually Means

Kick-off & Project Alignment

01

One meeting to align on everything: goals, Art Bible, tech requirements, tools, timelines, and communication plan. What most vendors skip — we lock before production opens. → Project goals & Art Bible · Tech & tool setup · Comms plan

Art Direction & Style Setup

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DS establishes the style foundation before production opens. Style guide review, technical art direction, and a full alignment pass — signed off by Ryan Lastimosa (Studio Art Director, formerly Respawn — Apex Legends, Titanfall, CoD4) and Jason Millena (Creative Director). Your quality bar is locked before the first deliverable. → Style guide adherence · Technical art direction · Quality bar alignment

Art Production

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Before any asset is produced, DS runs a full style alignment pass. Our in-house art directors set the quality bar and sign off on direction. You know what you're getting before you see it. → Style guide review · Tech art direction · Quality bar locked by leadership

Regular Check-ins

04

Weekly touch-base meetings: status, feedback, timeline, priorities, quality review. You're never waiting to find out what's happening. If something needs to change, it changes in a check-in — not after delivery. → Status & feedback · Timeline & priority alignment · Quality reviews

Art QA & Art Director Review

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Devoted's Art QA reviews every asset before it reaches the client. Art Directors check against brief, style guide, and tech spec. What you receive is already approved internally — which means you're reviewing final-quality work, not deciding what to send back. → Internal QA pass · Art Director sign-off · Clean client review

Sprint Demos & Delivery

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Sprint demos. Results reviewed. Retrospective. Build-ready assets — not raw files — delivered directly into your pipeline. Every engagement ends with a plan for the next sprint or a clean handoff. No loose ends. → Sprint demo · Retrospective · Build-ready delivery→ Deliverables demo · Retrospective & improvement plan · Build-ready asset delivery

This Is What <b>  End-to-End </b> Actually Means

Game Art Outsourcing — Common Questions

Game art outsourcing refers to contracting an external studio to produce art assets for a game — including 3D characters, environment art, concept art, UI/UX, lighting, and tech art. At Devoted Studios, we structure these engagements as co-development partnerships rather than task-based contracts: our team embeds directly into your pipeline, works to your style guide and tech specs, and delivers production-ready assets into your build. Credits include Avowed and The Outer Worlds 2 (Obsidian), Overwatch (Blizzard), and League of Legends (Riot).

Devoted’s art production covers: 3D character art (hero characters, NPCs, enemies, creatures), environment art (level art, props, modular kits, vegetation), concept art (characters, environments, weapons, key art), UI/UX art production, in-game and cinematic lighting, and tech art (LODs, texture streaming, material instancing, shader work). All disciplines delivered end-to-end or as individual service tracks depending on your production needs.

Most art outsourcing vendors operate on a task-and-deliver model — you send a brief, they send assets, you revise. Devoted operates as an embedded co-development partner: our team works inside your pipeline, your tools, and your review cadence. The result is assets that go straight into build — not into a three-pass revision cycle. This is how Obsidian ran a 4-year engagement with us across two shipped titles. The structural difference is that DS is accountable for production outcomes, not just deliverable volume.

Devoted has co-developed art with Obsidian Entertainment (Avowed — 4-year partnership; The Outer Worlds 2 — shipped Oct 2025), Blizzard Entertainment (Overwatch — concept art for skins), Riot Games (League of Legends — characters and environments), Elodie Games (Seekers of Skyveil — characters, skins, rigging), Steel Wool Studios (FNAF: Secret of the Mimic — 3D tech art and art production), and ProbablyMonsters (Ire: A Prologue).

Typically: scoping call to align on art style, technical requirements, production stage, and discipline needs → DS assembles a custom team of specialists → style alignment phase (before production assets are submitted) → team onboarding into your pipeline within 2–4 weeks → production with weekly review cadence. Most engagements run 6–18 months; longer-term embedded relationships are common. We scale team size up and down across milestones.

Game art production is scoped and priced based on team composition, discipline mix, and engagement duration. Devoted Studios does not publish fixed rates because the right answer depends on your project. For a mid-size character art engagement (4–6 artists, 6 months), expect a dedicated team with art director oversight rather than an anonymous hourly queue. The best path to a number is a 30-minute scoping call — our BD team returns a proposal within a week. Contact us at devotedstudios.com/#contact-us.

Yes. Devoted Studios covers 2D and 3D art disciplines within the same engagement. 2D work includes concept art, key art, 2D UI, and illustrations — delivered for Blizzard’s Overwatch and across multiple mobile titles. 3D work includes character modelling, environment art, props, rigging, and in-engine assets — delivered for Obsidian, Riot, Steel Wool, and Elodie Games. For productions requiring both, DS embeds a mixed team to ensure visual consistency across disciplines.

Yes — Devoted’s art production teams are native to both Unreal Engine 5 and Unity. UE5 art credits include Avowed, The Outer Worlds 2, and FNAF: Secret of the Mimic. Unity art credits include cross-platform titles across console and mobile. For art production specifically, our teams deliver assets built to the engine’s material and optimisation standards — not just modelling deliverables that need re-work at integration.

Still Calling It Outsourcing? That’s Fine. Let’s Talk.