Game art often calls for specialist support, from character models and environment sets to animation and visual effects. Choosing a partner means looking beyond the reel to the team’s relevant credits, production process, and capacity. This shortlist spans specialist art studios and global production groups with more than 4,000 employees. The right fit depends on the assets you need, your engine and workflow, and the scale of the work.
How These Companies Were Chosen
This shortlist considers each studio’s published art portfolio, the disciplines it covers, its production capacity, and the types of projects it supports. Before choosing a partner, verify its contribution to relevant titles, ask who will work on your assets, and confirm review cycles, engine requirements, time-zone overlap, and ownership of final and source files.
The 10 Game Art Outsourcing Studios at a Glance
1. Juego Studios
Juego Studios runs a full in-house art pipeline covering 2D concept and character art, 3D modeling and environment work, animation, and real-time VFX, so one team carries an asset from sketch to game-ready file. Founded in 2013 and based in Bangalore, it has grown past 250 people and shipped work on more than 200 titles for publishers including Sony, Disney, Tencent, and Warner Bros. Games. Credits include character art on NBA 2K21 for 2K, player art on AFL Evolution 2, and environment work on a custom Fortnite island built in UEFN, delivered through its dedicated game art services team.
| Quick summary | |
| Headquarters | Bangalore, India (offices in US, UK, Saudi Arabia) |
| Founded | 2013 |
| Team size | 250+ |
| Core services | 2D/3D art, character & environment art, animation, VFX, full-cycle development |
| Engagement models | Full-cycle development, dedicated art teams, project-based outsourcing |
| Art disciplines | Concept art, 3D character/environment art, animation, VFX |
| Notable work | NBA 2K21 (character art), AFL Evolution 2 (player art), Fortnite UEFN island (environment art) |
| Partners/Clientele | Sony, Disney, Tencent, Warner Bros. Games, Zynga |
2. Streamline Studios
Streamline combines game art production with broader development support from its production base in Kuala Lumpur and operations in Colombia, Japan, and the United States. Four game developers started the studio in Amsterdam in 2001. Its published work includes participation in Silent Hill: Ascension and the development and launch of Upin & Ipin Universe in 2025.
| Quick summary | |
| Headquarters | Production headquarters: Kuala Lumpur, Malaysia; operations in Colombia, Japan, and the US |
| Founded | 2001 |
| Team size | Not publicly disclosed on its current site |
| Core services | Art production, co-development, QA, live operations, ports |
| Engagement models | Long-term integrated teams, full-cycle co-development |
| Art disciplines | Character/environment art, cinematics, production art |
| Notable work | Silent Hill: Ascension (2024), Upin & Ipin Universe (2025) |
| Partners/Clientele | Capcom, PlayStation, Square Enix, Epic Games |
3. Plastic Wax
Sydney-based Plastic Wax has produced animation and visual effects for games since 1997. The studio has its own motion-capture stage and works on cinematic trailers, VFX, and in-engine sequences. Its credits include the Injustice 2 trailer and cinematic work on Civilization VI, making it particularly relevant to teams seeking cinematic production rather than a general game asset pipeline.
| Quick summary | |
| Headquarters | Sydney, Australia |
| Founded | 1997 |
| Team size | Not publicly disclosed |
| Core services | Cinematic animation, VFX, motion capture, real-time cinematics |
| Engagement models | Project-based cinematic and trailer production |
| Art disciplines | Cinematic animation, VFX, motion capture |
| Notable work | Injustice 2 trailer; Civilization VI cinematics |
4. Thunder Cloud Studio
Thunder Cloud Studio brings more than 100 in-house artists together in Hanoi for concept art, 3D character and environment work, animation, and cinematics. Its total team numbers 120. CG artist Dzung Phung Dinh founded the studio in 2013. Its portfolio includes character work for WWE and assets for Soulframe.
| Quick summary | |
| Headquarters | Hanoi, Vietnam |
| Founded | 2013 |
| Team size | 120 total (100+ artists) |
| Core services | 2D concept art, 3D character/environment art, animation, VFX |
| Engagement models | Project-based outsourcing |
| Art disciplines | Concept art, 3D character/environment art, animation, VFX |
| Notable work | WWE character work; Soulframe assets |
5. SunStrike Studios
SunStrike produces 2D and 3D game art across characters, environments, UI, animation, promotional assets, and slot games. Its portfolio spans mobile and casual titles as well as PC game projects. Based in Cyprus, the studio has operated since 2016 and lists more than 70 artists and animators and more than 100 clients.
| Quick summary | |
| Headquarters | Nicosia, Cyprus |
| Founded | 2016 |
| Team size | 70+ |
| Core services | 2D/3D art, character and environment art, animation, UI, promotional assets, slot art |
| Engagement models | Project-based, long-term partnerships, flexible team scaling |
| Art disciplines | Character design, environment/prop art, motion creatives |
| Notable work | Art for Homescapes, Hero Wars, and Pathfinder projects; 100+ clients |
| Partners/Clientele | Playrix, Nexters, G5 Games, Saber Interactive |
6. RocketBrush Studio
RocketBrush produces concept art, 2D and 3D assets, animation, UI/UX, and promotional art for game developers and publishers. Its portfolio includes work for Hearts of Iron IV, showing a scope broader than mobile art. The Limassol-based studio has operated since 2016 and reports contributions to more than 210 projects for more than 128 clients.
| Quick summary | |
| Headquarters | Limassol, Cyprus |
| Founded | 2016 |
| Team size | 100+ |
| Core services | Concept art, 2D/3D assets, animation, UI/UX, promotional art |
| Engagement models | Project-based and long-term art production |
| Art disciplines | Concept art, 2D/3D assets, animation, UI/UX, promotional art |
| Notable work | 210+ projects for 128+ clients; Hearts of Iron IV art |
| Partners/Clientele | Supercell, Paradox Interactive, AppLovin, Tripledot Studios |
7. RetroStyle Games
RetroStyle Games has worked across 2D and 3D art for mobile games and other genres since 2010. Its Kyiv-based team of more than 200 artists and developers covers characters, environments, UI, and animation. Its portfolio includes The Walking Dead: No Man’s Land, and it contributed texture design during the alpha stage of Frostpunk
| Quick summary | |
| Headquarters | Kyiv, Ukraine |
| Founded | 2010 |
| Team size | 200+ |
| Core services | 2D/3D art, character design, UI/UX, match-3 & slot art, animation |
| Engagement models | Project-based, full-cycle art production |
| Art disciplines | Character design, isometric/meta game art, UI/UX, animation |
| Notable work | Frostpunk 2 (alpha-stage texture design) |
| Partners/Clientele | 11 bit studios |
8. Room 8 Studio
Room 8 Studio brings together more than 640 artists, motion designers, and VFX specialists within Room 8 Group, which has more than 1,100 professionals. Its published credits include art for Diablo IV, work on Call of Duty titles, and VFX for Star Wars Jedi: Survivor. Established in 2011, the art team covers several disciplines in parallel, from concept and character art to environments and effects.
| Quick summary | |
| Headquarters | Room 8 Group: Limassol, Cyprus; Room 8 Studio operates internationally |
| Founded | 2011 |
| Team size | 640+ (Room 8 Studio); 1,100+ (Room 8 Group) |
| Core services | Concept, character, and environment art; animation, VFX, cinematics, and game UI/UX |
| Engagement models | Project-based and long-term art production partnerships |
| Art disciplines | Concept art, character/environment art, VFX, cinematics |
| Notable work | Call of Duty titles; Diablo IV art; Star Wars Jedi: Survivor VFX |
| Partners/Clientele | Activision, Blizzard Entertainment, Electronic Arts (publishers of cited titles) |
9. Virtuos
Virtuos supports publishers and developers with large-scale art production and engineering across console, PC, and mobile games. Its published credits include Final Fantasy XII: The Zodiac Age, Horizon Zero Dawn, and Shadow of the Tomb Raider. Established in 2004 and headquartered in Singapore, the company has more than 4,000 employees across its global offices.
| Quick summary | |
| Headquarters | Singapore |
| Founded | 2004 |
| Team size | 4,000+ |
| Core services | Art production, game development, engineering, ports, remasters |
| Engagement models | Full-cycle co-development, dedicated art production teams |
| Art disciplines | Character/environment art, cinematic art, technical art |
| Notable work | Final Fantasy XII: The Zodiac Age, Horizon Zero Dawn, Shadow of the Tomb Raider |
| Partners/Clientele | 2K Games, Bethesda, Capcom, Naughty Dog, Amazon |
10. Kevuru Games
Kevuru Games provides game art and development support through a team of more than 300 specialists. Its documented work includes 3D characters for Star Wars: Tales from the Galaxy’s Edge and artwork on a city-builder project for Electronic Arts. The company was incorporated in Kyiv in 2011 and later opened an office in Warsaw.
| Quick summary | |
| Headquarters | Kyiv, Ukraine; office in Warsaw, Poland |
| Founded | 2011 |
| Team size | 300+ |
| Core services | 2D/3D art, animation, VFX, full-cycle development, outstaffing |
| Engagement models | Full project outsourcing, dedicated team hiring, outstaffing |
| Art disciplines | Concept art, 3D character/environment art, animation, VFX |
| Notable work | Star Wars: Tales from the Galaxy’s Edge (3D characters); EA city-builder project |
| Partners/Clientele | Lucasfilm, Electronic Arts, Epic Games |
What a Shortlist Cannot Tell You
A studio’s size says little about whether its art director understands your genre or technical constraints. Before signing, ask for two or three references from projects similar to yours in scope and platform. Confirm how feedback moves from your team to the artists, what each revision round includes, and whether the contract transfers ownership of editable source files. A small paid test can reveal how the team works with your brief and feedback.
Conclusion
No studio on this list is a default choice for every project. Compare the teams against your art style, engine, asset volume, and timeline, then review relevant credits and test how the working relationship functions. Ask who approves art, how feedback reaches the production team, and how quickly revisions can be completed. Those answers are more useful than headcount alone.
Frequently Asked Questions
How is game art outsourcing typically priced?
Quotes may be based on individual assets, a defined production scope, or the time of a dedicated team. Complexity, deliverables, rigging, animation, and revision rounds all affect the price. Give each studio the same brief and ask it to separate assumptions, deliverables, and revision allowances so you can compare proposals.
Should I hire one large studio or split work across several smaller ones?
It depends on the range of skills you need and how much coordination your team can manage. A single studio can simplify art direction and accountability; several specialists may suit distinct styles or disciplines. Start with a small, representative batch to test quality and collaboration before scaling up.
What should I ask for before signing a game art outsourcing contract?
Confirm ownership of final art and editable source files, the formats and engine-ready deliverables you will receive, the number of revision rounds, and confidentiality terms for unreleased work. If the project is substantial, use a small paid test with a clear brief and review criteria to check quality and communication.
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