Gaming — VFX, CGI & Post Production Partner
Real-time budgets are a hard constraint, and we build to them from the first blockout.
Game studios outsource art and cinematics to hold internal focus on systems while art volume scales. At Fuke's Media LLP, gaming sits inside a single end-to-end visual production pipeline, so the same team that plans a shot can also finish it — no handoffs between disconnected vendors, no version drift, no surprises in the final conform.
Content volume grows faster than headcount, and cinematics require film-grade skills a game team may not carry. That is why production houses, OTT commissioners, agencies and brands bring this scope to a specialist partner instead of absorbing it in-house: dedicated artists, predictable turnaround, and a review loop that keeps the director in control of every frame.
We build to documented polycount, texture-memory and shader budgets, validated in-engine, not just in the DCC. Every project starts with a technical breakdown — plate audit, colour pipeline, resolution and frame-rate targets, delivery specs — before a single artist is assigned. Shots are tracked individually through 4 production stages, and each stage has a named owner and an approval gate.
Every asset is reviewed in engine at target platform settings before hand-off. Deliverables leave the studio only after an internal QC pass covering Engine-ready assets with LODs, Packed PBR textures, Animation sets and any client-specific delivery template. Where a project needs it, we work directly inside the client's own naming convention, folder structure and review platform.
Real-time budgets are a hard constraint, and we build to them from the first blockout. Whether the scope is a handful of hero shots or a full-season episodic volume, the workflow scales the same way — the same pipeline, the same QC, the same single point of contact from bid to final delivery.
Budget & spec: Polycount, texel density and shader budget agreed.
Asset production: Models, LODs, textures and rigs to spec.
In-engine validation: Import, material setup and performance check.
Cinematics: Pre-rendered or in-engine trailer production.
Use case: Environment and prop kits
Use case: Character assets and rigs
Use case: Mocap cleanup and animation sets
Use case: Announce and gameplay trailers
Deliverables: Engine-ready assets with LODs; Packed PBR textures; Animation sets; Trailer masters.
Which engines do you support? Unreal and Unity, with assets validated in-engine before delivery.
Can you match our existing art style? Yes — we work from your style guide and existing asset library.
Do you handle trailers as well as assets? Yes, both pre-rendered cinematics and in-engine capture edits.