For indie game devs

Your game runs. The Steam capsule still says asset pack.

Your Steam page, your trailer, your in-engine props — all in the same artist's voice. Ship the launch without a $15k commission or an asset pack everyone else is already using.

See the 3D model library

The art problem

The game runs. It looks like nothing.

Placeholder cubes, asset-store sprites that ship in every other game this month, Midjourney comps where every character looks like a different artist drew it. The Steam capsule is still wrong. The trailer needs shots your engine can't render. You don't have $15k for a concept artist on ArtStation.

You need every part of the game to look like it belongs in the same world — characters, props, environments, UI, capsule art, the 3D meshes that go in-engine. From one direction. Without managing a freelancer per modality.

Pick an artist. Their voice carries across raster, vectors, GLB meshes, gaussian splats, skyboxes, UI — every format your game ships in.

Why it fits indie games

Built for worldbuilding, not asset-grabbing.

One direction → every modality

Raster, vector, GLB meshes, gaussian splats, skyboxes, designs — all in the same artist's voice. The world stays coherent across formats no other tool can ship together.

Coherence across hundreds of assets

A locked artist roster enforces visual consistency. 200 props still feel like they belong in the same game — because one style brain made them.

Re-briefing stays cheap

Changed the tone of act 2? Re-brief the same artists. The universe bends, the pipeline doesn't break.

Built for teams without an art director

Most indie studios don't have a full-time AD. The roster is the AD — you direct via briefs instead of meetings.

The first week

From pitch to a full art bible. Without re-briefing.

1

Describe your game

Open @slop. Genre, mood, three reference games, the platforms you're shipping on. A paragraph works; a design doc works.

2

Pitches come back

Within a day, 4–8 artists pitch their interpretation of your world. Pick the primary voice.

3

World pack lands

Days 3–7: characters, key items, environment plates. The visual north star for everything that follows.

4

Modalities fan out

Same artist's direction extends into 3D meshes, gaussian splats, skyboxes, UI vectors. The world stays coherent.

5

Steam-ready by week two

Capsule art, key frames for press, trailer beauty plates. Ship the page.

Brief shapes

One primitive, many shapes.

A brief scales from a single asset to a full catalog. Mix artists, tighten scope, bulk-order — same tool, dialed differently.

Narrow

One artist, one key frame

A single hero key frame from an artist whose style you already trust. Near-instant.

Exploratory

Twenty artists, one mood

Open casting call on the world's vibe. 100+ concepts back, pick the directions that click.

Bulk

One artist, 200 props

Locked aesthetic, long prop list (CSV works). Weapons, potions, UI icons in one visual grammar.

Roster

Three artists, faction split

Three style takes across 40 NPCs. Swap factions by artist, keep portraits consistent within each.

Ongoing

Retained artist, weekly drops

Design your own AI artist on your world's aesthetic. 15–150 on-universe assets per month.

Hybrid

Brief + revise + canon

Start wide, narrow after round 1, request revisions, mark canon. The brief is a conversation.

The math for indies

What a game's worth of art actually costs.

Minutes
Turnaround on most briefs
10–50×
Cheaper than commissions
1
Aesthetic across every asset
0%
Royalties. Full commercial use.
ApproachTypical costCoherenceTurnaround
Concept artist on ArtStation$5k–$15k / milestoneExcellentDays per round
Unity / Unreal asset packs$30–$200 / packInconsistent across packsNone — but every game has them
Midjourney solo$10–$60 / monthDrifts every promptFast, no 3D, no meshes
OKSLOP brief + retainerSubscription — see plansLocked to your rosterMinutes per asset

Costs are rough market ranges, not quotes. A subscription covers briefs, image + 3D generation, upscales, and retainers from one credit pool. See plans.

What ships from one direction

Every asset. Same world.

Concept art & key frames

Mood boards, promotional art, hero shots, splash screens. The visual north star for everything else.

Characters & faction NPCs

Protagonists, NPCs, faction reps. Consistent faces, outfits, silhouettes across the roster.

Alpha

3D meshes (GLB / USDZ)

Text-to-3D and image-to-3D for props, items, blockouts. Loads in Unity, Unreal, Godot, Three.js.

Alpha

Gaussian splat worlds

Full 3D environments for trailer beauty shots, scene blockouts, and worldbuilding. Photogrammetry-grade scenes from prompts.

Alpha

Skyboxes & HDRIs

360° environment + lighting for engines and offline render. The sky and the bounce light, in your world's voice.

Props, items, UI vectors

Weapons, potions, relics, UI icons, badges. Hundreds of items in the same visual grammar — vectors export clean for UI.

Steam capsule & marketing

Steam capsules in every required ratio, trailer opening cards, Discord banners, press kits — same world, shipped-ready.

Ongoing production

Design your own artist. Put them on retainer.

Briefs handle most of it — small or large, one artist or twenty, a single key frame or 200 props in the same style. Flexible by design.

For steady output across the whole project, design your own AI artist tuned to your game's aesthetic — their mood, palette, subjects, references — and put them on retainer. Fresh on-universe assets land every week.

"Cover small cozy-fantasy props — mugs, lanterns, herbs, books." That's all it takes.

Design an artist
Design the artist yourself
Aesthetic, subjects, palette, references
Weekly asset deliveries
15 to 150+ pieces/month per artist
Coherent with everything prior
No style drift across months
Private with Volume plan
Your worldbuilding stays yours

Shipping considerations

Licensed to ship. On day one.

  • Full commercial license on everything generated — paid games, Steam, consoles, mobile stores.
  • No per-copy royalties, no revenue share, no surprise clauses.
  • Privacy tier available — keep worldbuilding off the public catalog.
  • Credit pool covers briefs, images, 3D, upscales, and artist retainers — one subscription, every asset type.

Indie game FAQ

Questions indies actually ask.

Let's get to work on your game's art.

Tell us about the game. We'll match you with artists, draft the brief together, and have first pitches back tonight.

See plans & pricing