Showreel — 2026
Art thatholds upin engine.
Hefest builds characters, environments, weapons and vehicles for game teams that need more hands than they have. You send the brief and the style guide. We send back engine-ready assets on your naming convention.
Environment showreel
Selected work
Five floors, one studio
- 9 projects

Characters
Heroes, creatures and armour sets, sculpted through to a game-ready mesh.
View Characters - 1 projects

Environments
Modular kits dressed into full locations, lit and captured in engine.
View Environments - 5 projects

Props
Set dressing and hero props, delivered as matched high and low poly pairs.
View Props - 12 projects

Weapons
Faction arsenals, from sidearms to turrets, built as consistent hard-surface kits.
View Weapons - 2 projects

Vehicles
Ships and trucks with clean and damaged variants that share one material set.
View Vehicles
How we work
A production floor, not a marketplace
Hefest started in 2019 with three artists and one contract. We now run a fourteen-person floor, and every person on it is on payroll. Nothing gets passed down a chain of freelancers you cannot see.
Outsourcing usually fails on communication, not on craft. So we work the way an internal team works: your art director talks to the artist making the asset, we review inside your engine, and we match your file structure instead of asking you to accept ours.
We are not trying to be the cheapest studio you can find. We are trying to be the one you stop having to check.
You already have an art director. You need hands, not another opinion.
Capabilities
What we build for you
- Characters and creatures
High-poly sculpt through to a rig-ready mesh, with anatomy that survives being animated. Cloth, hair and blendshapes when you need them.
- Sculpt
- Retopo
- UV
- PBR texture
- Blendshapes
- Environments and modular kits
Kits that snap on your grid, with trim sheets and decals sized to your texel density. We dress the scene too, if you want it dressed.
- Blockout
- Modular kit
- Trim sheets
- Set dressing
- Weapons and hard surface
First-person quality where the camera lives, world quality everywhere else. Built as one model with two budgets, not two unrelated models.
- Hard surface
- Bakes
- First-person pass
- Attachments
- Vehicles
Exteriors, interiors and damage states that come apart in the order your physics team asked for. LOD chains included.
- Exterior
- Interior
- Damage states
- LODs
- Look development and lighting
Material libraries and lighting setups so the whole game reads as one game, not as a folder of assets from different studios.
- Material library
- Lighting
- Shader setup
- Style guide
Process
Five steps from brief to delivery
The first step costs you nothing. We would rather find out early that we are not the right studio for the job than find out in week six.
- 01Week 1
Brief and test asset
You send the style guide and one reference asset. We build a single piece for free so you can see the match before money changes hands.
- 02Week 1
Scope and schedule
We break the list into assets with individual budgets and dates. If something in the list is underpriced, we say so now, not later.
- 03Week 2
Blockout review
Silhouettes and proportions only, in your engine. This is the cheapest place to change your mind, so we push you to change it here.
- 04Weeks 2 to 6
Production
Sculpt, retopo, UV, bake, texture. Your art director sees work in progress twice a week and talks to the artist directly.
- 05Final week
Delivery and handover
Engine-ready files on your naming convention, plus source. We stay on for a fix window at no extra cost.
Next step
Send us the hardest asset on your list
We build one test asset at our own cost so you can judge the match before any money changes hands.
Taking new work from March 2026. Two artist slots open now.