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Whether it’s one specialist to close a skill gap or a full team to carry an asset batch to launch, the 3D artists at Juego Studios are matched against your specific pipeline, engine, and delivery schedule, not pulled from a general talent pool.

Every 3D Art Skill Your Production Needs

1

Character Modeling & Sculpting

Characters that fail topology checks mid-integration kill a sprint. You get clean-mesh character artists, stylized or realistic, who build to your platform spec from the first delivery, not after three rounds of rework.

2

Environment & Prop Design

Environments built without player-guiding intent get redesigned in production. You get artists who design spaces with purpose, optimized for mobile, PC, or console without the performance cost that usually comes with visual ambition.

3

Texturing & Material Creation

Textures that break under your engine’s lighting add rework to every delivery. You get PBR materials authored to your specific lighting model, inside your polycount and resolution budget from the first handoff.

Every 3D Art Skill Your Production Needs1
Every 3D Art Skill Your Production Needs2
4

Animation & Rigging

Stiff animation signals low production quality immediately. You get clean rigs and movement cycles that feel weighted and character-consistent, exported ready for Mecanim or Unreal’s animation blueprint with no retargeting required.

5

VFX & Particle Systems

VFX that spike draw calls break frame rate at the worst moment. You get particle systems and destruction effects engineered to run inside your budget while delivering the visual impact your game design calls for.

6

Photogrammetric Scanning

Modeling photo-real environments from scratch burns artist-hours most studios don’t have. You get real-world surfaces converted into game-ready assets with exact surface capture, clean UV maps, and significant time savings on large environment batches.

Proven Experience

team

10+

years in market

team

50+

clients

team

200+

Projects

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250+

Team

One of the Most Trusted Game Development Studios

Amazon-logo

Well, I signed up to work with Juego Studio for a project and they really exceeded my expectations. The project was delivered on time, with no hiccups whatsoever. They are talented and professional game developers who get the job done without fail. I cannot recommend them enough!

Sam Anthony Gilfred

Sr. Project Manager
Amazon

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I was very pleased with the quality of the work we received for our project. They were delivered on time and with very minimal feedback from our team. Juego Studios is good company to work and will be looking to them for our future projects!

Paul Skinner

Director
Wicked Witch Studios

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Satisfying yet extremely accommodating software development studios in India, the team at Juego Studios are excellent partners to work with all thanks to the work ethic laid down. Had a wonderful time working with team who was always well versed with technicalities and precise with timelines, deliverables and project planning. Would love to recommend Juego to anyone without hesitation!

Jonathan Fitzgibbons

Project Manager
United-Airlines

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It's safe to say that most regular human beings would be shocked and daunted at the idea of having to do a high quality game for iOS and Android, within a deadline of few months. I can honestly say that this work not the case with Juego Studios. They responded reactively, calmly and productively, and ended up delivering a game that both myself, the LatAm team, and users, were very happy with. There is a calm and experienced professionalism to the Juego team, and I would not hesitate to use them again.

Josh Saunders

Senior Director,
Innovation (Warner- Group)

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It was great working with Juego Studios on our gaming application. We truly appreciate the team’s efforts & their commitment to the project.

Mohammad Parham Al Awadhi

Vice President,
Group IT – Emirates NBD

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We partnered with Juego Studios for the development of Munna Michael, a Bollywood based game & they did a terrific job. Our main concern was to develop a good game within specific timelines and they delivered a quality product. They also help us with theme/event-based updates on a regular basis.

Vaibhavi Parikh

General Manager,
Erosnow Games

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The Juego Studios team was instrumental in developing one of our recent apps. We were able to supplement our small development team with several more developers that worked on front and backend features. They filled gaps wherever necessary and accelerated our time to market. After release, they continued to help us with new features and bug fixes. I would work again with them if needed.

Robert Baily

Director of Application Programming
JumpStart Games

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I want to reach out Juego Team and thank you for all the great work on the SSCS mobile application. Its been a pleasure working with Juego Studios on this project and looking forward to partnering with team again in the future.

Mathew Butler

Mobile Center of Excellence,
IEEE

Work By Our 3D Artists

Two Ways to Hire 3D Artists From Us

Dedicated Team

Building a multi-discipline 3D art team in-house takes months you don’t have and a headcount budget that’s already committed elsewhere. A Dedicated Team gives you a group of 3D artists working directly under your leadership; you define the scope and milestones, and game-ready assets arrive in your engine format on schedule.

Best for: Studios with a defined asset batch, a fixed timeline, and no bandwidth to manage additional team members day-to-day.

Outstaffing

Hiring full-time 3D artists for a temporary production gap slows hiring pipelines and adds long-term overhead your roadmap may not support. Outstaffing gives you experienced 3D game artists who work directly inside your team structure, tools, and review process while staying aligned to your existing production workflow.

Best for: Studios with ongoing production demands, established art direction, and a need for reliable execution without expanding permanent headcount.

What You Get When You Hire Our Talent

Style-Matched Alignment

Style-Matched Alignment

Portfolio work can match the samples but miss your game’s actual art direction entirely. Every artist completes a paid style-alignment task before full production — so the first delivery reflects your direction accurately, not approximately. Fit is confirmed before volume work begins.

Active Contribution Within a Week

Active Contribution Within a Week

Most artists are active in your pipeline within five business days. Tool access, naming conventions, and style guide review are completed during onboarding, before the first task drops. Your sprint doesn’t pause for a slow ramp-up.

IP Secured Before Work Starts

IP Secured Before Work Starts

Signed NDA and IP assignment agreements cover every source file, intermediate deliverable, and final asset before any work begins. What gets created belongs to your studio, with no post-project claims and no licensing grey areas to manage later.

Scale Without Lock-In

Scale Without Lock-In

Production scope shifts constantly, and the team needs to keep pace. Add artists ahead of a pre-launch push and step back after a milestone with two weeks’ notice. No penalty clauses, no contract renegotiations, no disruption to a pipeline that’s already running.

Engine-Ready On Delivery

Engine-Ready On Delivery

Assets that need rework inside the engine after delivery waste integration time your team doesn’t have. Every file arrives polycount-verified, documented, and spot-checked in your target engine before it reaches your delivery queue.

One Point of Contact

One Point of Contact

Timezone gaps, unclear feedback loops, and re-briefing overhead are the real day-to-day friction when working with remote art teams. One dedicated point of contact manages all of it — briefing, revisions, and escalation — from scope call to final delivery.

Our Case Studies

Medals Of War

Medals of War is a strategy game with a military theme. Players command their own armies using different types of troops and compete against one another in PvP battles.

Platform Platform: iOS & Android
Technology Game Engine: Unity 3D
Genre Genre: Real Time Strategy
Technology Art: 3D

Genetrix - VR Shooter Game

Genetrix is a VR space shooter game which is set in a deep part of our galaxy with Sci-fi based futuristic game designs. Game-play revolves around the battle sequence in space, among asteroids, shooting down your opponents ships. Gamers will be piloting their spaceships, while exploring the futuristic feel of outer space.

Platform Platform: VR
Technology Game Engine: Unity 3D
Genre Genre: Space shooter game
Technology Art: 3D

SUPER CLUB SOCCER

Super Club Soccer (SCS) is a soccer video game with turn-based gameplay mechanics. Compared to traditional soccer games, the gameplay is more strategic. In addition, the game has club and player management features, multi-player gameplay options, and an intelligent in-game AI.

Platform Platform: PC, Stream
Technology Game Engine: Unity
Genre Genre: Sports, Simulation
Technology Art: 3D

Technologies

Tools & Technologies for a 3D Art Pipeline

MAYA logo

MAYA

UNREAL logo

UNREAL

UNITY logo

UNITY

ZBRUSH logo

ZBRUSH

BLENDER logo

BLENDER

SUBSTANCE PAINTER logo

SUBSTANCE PAINTER

3D COAT logo

3D COAT

PHOTOSHOP logo

PHOTOSHOP

MARVELOUS DESIGNER logo

MARVELOUS DESIGNER

SUBSTANCE DESIGNER logo

SUBSTANCE DESIGNER

3DX MAX logo

3DX MAX

MARMOSET TOOLBAG logo

MARMOSET TOOLBAG

KEYSHOT logo

KEYSHOT

QUADSPINNER GAEA logo

QUADSPINNER GAEA

How to Hire a 3D Game Artist Through Juego Studios

1

Define Your Art Scope and Team Requirements

Unstructured scoping calls waste everyone’s time. Share your art style, asset scope, team size, target engine, and timeline upfront — a 10-minute call or a short brief form covers everything needed to start the matching process without the back-and-forth.

2

Receive Curated Artist Profiles

Sifting through mismatched profiles mid-production wastes time studios rarely have. Based on your brief, you receive curated artist profiles with directly relevant style experience, confirmed availability, and portfolio work in your genre and target platform. Shortlist before any commitment is made.

3

Validate With a Paid Trial Task

A portfolio shows what an artist has done — not how they handle your direction under production pressure. Run a small paid test task scoped to your real pipeline and see exactly how the artist interprets your direction, takes feedback, and delivers inside your review cycle before any volume commitment is made.

4

Sign NDAs and IP agreements

Before any work begins, both sides sign NDA and IP assignment agreements covering source files, intermediate deliverables, and finished assets. Your concepts, style guides, and creative output are legally yours from day one.

5

Integrate the artists into your team

Artists are typically active in your project management tools and communication channels within a week while the integration is built around your existing processes. A short onboarding session covers naming conventions, review cadence, and task handoff before any production work begins.

6

Deliver, iterate, and scale

Completed assets go through a structured internal quality review before reaching your queue. Your team reviews, flags revisions, and we iterate and turn around changes in the next cycle, keeping the feedback loop tight and transparent. As your production scope grows, scale the team up or down with two weeks’ notice.

Frequently Asked Questions

The decision to hire a 3D game artist or a full dedicated team depends on your production structure.

A Dedicated Team is a group of 3D artists who work directly under your leadership. Your Art Director sets direction, your workflow defines the process, and the team executes within your structure. This is the right model when you need multi-discipline art capacity without expanding full-time headcount.

Outstaffing is the same embedded model for a single specialist, suited to a targeted skill gap rather than team-level capacity. For mid-size studios with an established pipeline, outstaffing typically fits better. Your processes stay intact and creative control remains with you.

When you hire 3D artists from us, we ensure they are fully onboarded within five business days. During that window, we set up tool access and file-sharing, and run through your style guide and naming conventions before the first task drops.
Integration is built around your systems. Your existing team adjusts nothing.

Your studio retains full IP ownership of everything produced. We execute signed NDA and IP assignment agreements before work begins, covering all source files, intermediate deliverables, and final assets.
There are no licensing complications or post-project claims. Your legal team is welcome to review our standard agreements before signing.

Yes, scalability is built into every engagement. Add artists ahead of a pre-launch push, or step back after a milestone. Two weeks’ notice is all it takes — no penalty clauses, no renegotiations, and your pipeline keeps running.

We assign a lead artist to every multi-artist engagement. Before production begins, we establish shared references – approved sample assets, colour palettes, lighting conventions, and topology guidelines.
The lead reviews all work internally before it reaches your queue. For large batches, we deliver in staggered waves, using first-wave approved assets as the consistency benchmark for everything that follows.

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Request A Quote