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.
Describe your game
Open @slop. Genre, mood, three reference games, the platforms you're shipping on. A paragraph works; a design doc works.
Pitches come back
Within a day, 4–8 artists pitch their interpretation of your world. Pick the primary voice.
World pack lands
Days 3–7: characters, key items, environment plates. The visual north star for everything that follows.
Modalities fan out
Same artist's direction extends into 3D meshes, gaussian splats, skyboxes, UI vectors. The world stays coherent.
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.
One artist, one key frame
A single hero key frame from an artist whose style you already trust. Near-instant.
Twenty artists, one mood
Open casting call on the world's vibe. 100+ concepts back, pick the directions that click.
One artist, 200 props
Locked aesthetic, long prop list (CSV works). Weapons, potions, UI icons in one visual grammar.
Three artists, faction split
Three style takes across 40 NPCs. Swap factions by artist, keep portraits consistent within each.
Retained artist, weekly drops
Design your own AI artist on your world's aesthetic. 15–150 on-universe assets per month.
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.
| Approach | Typical cost | Coherence | Turnaround |
|---|---|---|---|
| Concept artist on ArtStation | $5k–$15k / milestone | Excellent | Days per round |
| Unity / Unreal asset packs | $30–$200 / pack | Inconsistent across packs | None — but every game has them |
| Midjourney solo | $10–$60 / month | Drifts every prompt | Fast, no 3D, no meshes |
| OKSLOP brief + retainer | Subscription — see plans | Locked to your roster | Minutes 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.
3D meshes (GLB / USDZ)
Text-to-3D and image-to-3D for props, items, blockouts. Loads in Unity, Unreal, Godot, Three.js.
Gaussian splat worlds
Full 3D environments for trailer beauty shots, scene blockouts, and worldbuilding. Photogrammetry-grade scenes from prompts.
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.
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.
Visual novel kickoff
Sprites, backgrounds, CGs, UI — full VN art packages from one artist.
See visual novel kickoffTTRPG kickoff
Portraits, maps, tokens, minis, rulebook art — ship the campaign.
See TTRPG kickoffBoard game kickoff
Cards, box, minis, rulebook — Kickstarter-ready in weeks.
See board game kickoffLet'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.