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Hefest

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

Browse all work

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.