Character Art Services

You have a cast to build and a milestone that isn't moving. We staff character art against your dates and your style guide, for studios and publishers shipping on mobile, web, PC, and console.
Styles
  • Stylized
  • Realistic
  • Chibi
  • Casual
  • Pixel
  • Mascot
Scope

2D character design, concept art, turnarounds, model sheets

Terms

Full IP transfer on delivery. NDA before work starts.

Character Art Services for Game Studios

A character carries more of your game's identity than any other asset. Players recognize a silhouette before they read a name, and they judge the whole product on it inside two seconds of a store screenshot. Our character art services cover that decision from the first sketch through to production-ready sheets.
Innovecs Games works with mid-size studios and publishers who already have a project in motion and need character design services that slot into it. Sometimes that's one hero design, sometimes a full roster of NPCs, enemies, and cosmetics across a live title.
The drawing is rarely the hard part. These three are:

Consistency.

Keeping fifty characters on-model after four art leads have touched the file.

Read at size.

A design that holds on a 6-inch screen, not just at 100% zoom.

Handoff.

Sheets a rigger can build from without coming back with questions.
We plan for all three from the brief onward, which is why our concept art services end in documentation and not just a finished render. Character work sits inside our wider game art services practice, so one studio also covers environments, UI, and technical art.
Trusted by
Industry Leaders
11+
Years in Game Development
300+
Games Successfully Delivered
100+
Satisfied Clients
200+
Skilled Developers & Artists
11+
Years in Game Development
300+
Games Successfully Delivered
100+
Satisfied Clients
200+
Skilled Developers & Artists

Character Art Portfolio Highlights

Casual mascots, hero designs, match-3 casts, simulation wildlife. Filter by style or platform, or open a project to see how the design got there.
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Our Character Art Services

Six ways studios buy character design services from us. Most projects start with one and expand once the style is locked.

2D Character Concept Art

Concept work is where the expensive mistakes get made cheaply. Our concept art services start wide, with silhouettes and thumbnails that test tonal range before anyone commits to a palette or a costume. You see three to five distinct directions, not one polished guess, and the round where you kill two of them is the round that saves the schedule.

Character Design & Iteration

A first pass that looks great in isolation often falls apart next to the rest of the cast. Iteration is where that gets fixed: proportion against existing characters, costume readability at target resolution, expression range for the animations you plan to build. Game character design feedback goes through a single art director on our side, so revisions don't arrive from four inboxes.

Character Turnarounds & Model Sheets

Animators and riggers need more than a hero render. We deliver front, side, three-quarter, and back views at matched proportion, plus expression sheets, prop callouts, and construction notes. If the character is heading into a 3D pipeline, the turnaround is built to that spec from the start.

Stylized & Realistic Character Art

Stylized and realistic character art fail in different ways: stylized breaks when exaggeration drifts across a cast, realistic breaks on anatomy and material believability. A painterly fantasy roster and a grounded military cast go to different hands, and both pass the same art direction review.

Mascot & Marketing Character Art

A mascot has a different job than an in-game character. It has to survive an app icon at 60 pixels, a store banner, and a UA video, often in the same week. We design for that range and deliver the pose library your marketing team will ask for later, alongside our game marketing art team.

Character Art for Mobile & Casual Games

Mobile constraints don't transfer from PC. Shorter read distance, tighter asset budgets, a UI that eats a third of the screen. Casual audiences read appeal faster than detail, so we push silhouette and color over rendering density. Most of our shipped character work is mobile.

Need a Character Cast on a Deadline?

Send the brief, or just the moodboard and the milestone date. You get a team structure, a stage-by-stage timeline, and our first read on the direction.

Tools & Creative Capabilities

The craft side of the work: what we paint in, how a style gets locked, and where AI actually helps.

Digital Painting & Illustration Pipeline

Photoshop and Procreate for painting, vector art for scalable mascot and UI work, pixel tools where the project calls for it. Files arrive layered and named to a convention we agree on in week one, never flattened with no way back in.

Style Development & Art Direction

Before production scales, we build a style bible: line weight, palette rules, proportion system, material logic, edge cases. It's what lets a second artist join in month three without the cast drifting. One named art director owns it and reviews against it.

AI-Assisted Concept Exploration

AI-powered style exploration widens the reference net at the front of a project. We use it for reference and mood work, never for client deliverables.
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AI in Character Art Production

Every art vendor now says it uses AI. Fewer say where.

Where we use it

AI-assisted concept iteration at the exploration stage, and nowhere else. Generative reference art lets an artist test twelve silhouette directions in the time it took to draw four.

Where we don't

No AI output ships as a deliverable. Not in approved concepts, not in turnarounds, not in final art. Generated imagery carries unresolved rights questions, and you're buying assets you need to own.

Who's accountable.

A human-led, AI-augmented workflow means an artist and an art director sign off on every asset that reaches you. AI has no judgment about whether a character reads as trustworthy or menacing at a glance, and that is most of the job.

How We Create Game Characters

Six stages. The shape of our game character design process holds for a single hero design and a forty-character roster alike; what changes is how many rounds sit inside stage three.

Discovery & Creative Brief

We start with what already exists: design docs, competitor references, the two characters you like and the one you don't. If there's a live game, we play it. The output is a written brief naming the constraints, from target platform to animation plans to anything legal has flagged.

You'll get: a signed-off creative brief and a scoped estimate.

Concept Sketches & Style Exploration

Silhouettes and rough thumbnails, spread across genuinely distinct directions rather than variations on one. This is where AI-powered style exploration earns its place, widening the reference set before an artist commits hours. You pick the direction, and we say so if we think one of them is a trap.

You'll get: 3 to 5 distinct directions, one of them locked.

Character Design & Iteration

The locked direction goes to full design: costume, props, palette, expression range, and how the character sits beside the rest of the cast. Revision rounds are agreed in writing before this stage starts, so nobody negotiates scope mid-sprint. Most of the value in video game character design gets decided here, not in the final render.

You'll get: approved designs, with the agreed revision rounds used.

Turnarounds & Model Sheets

Every view, expression, and prop callout an animator needs, drawn at consistent proportion and scale so nothing has to be corrected in rig. Where the geometry is unusual, construction notes come with it. If a rigging or 3D team sits downstream, they review the sheet before we call it done.

You'll get: full turnarounds, model sheets, layered sources.

Final Delivery & Style Guide

Final art in the formats your pipeline uses, plus the style guide that lets anyone extend the cast later without rebriefing from scratch. Sources, documentation, and rights all move to you in the same handoff.

You'll get: production files, style bible, signed IP transfer.

Ongoing Art Support

Live games keep needing characters: seasonal skins, event NPCs, collaboration crossovers. Teams that stay past the first delivery usually move to a dedicated art team on a monthly allocation, which costs less than restarting a briefing cycle every quarter.

You'll get: a standing team and agreed monthly capacity.

Character Art Styles We Cover

Style choice shapes what character design services cost and how long they take, and each carries its own ways to go wrong.

Stylized

Exaggeration has to be consistent, not just appealing, so we set how far proportions push before anyone draws the second character.

Realistic

Anatomy and material believability carry the whole read. Slower, more reference-driven, least tolerant of a junior pass.

Chibi and cute

Chibi character art lives on head-to-body ratio and expression clarity. Detail actively hurts it at small sizes.

Pixel art

Every pixel is a decision and the palette is the design. Quick to look at, slow to do well.

Mascot

Built for the icon first and everything else second. If it doesn't read at 60 pixels, the rest doesn't matter.

Casual mobile

Casual character art competes in a store grid before it competes inside a game, which puts silhouette and color separation ahead of detail.

Why Choose Innovecs Games

Plenty of studios can draw. Fewer can hold a cast consistent across two years of live ops, staff against your dates, and hand you clean files at the end. That's where a character design company is actually judged.

Artists Who Specialize, Not Generalize

Our artists work by style and platform rather than covering everything at a passable level. What you're really buying from a character design company is judgment about which direction to kill early. If you need a character artist for hire in a style we're weaker in, we'll tell you before you sign anything.

300+ Games Delivered Over 11+ Years

1,500+ characters, skins, and outfits across casual, match-3, puzzle, simulation, and mid-core titles, and 50 clients who came back for a second project or more. As a character art company inside a full-cycle studio, we've watched what happens to art after handoff, and that changes how we build it.

30+ Character Artists, Backed by Engineers Under One Roof

Character art here doesn't end at a file handoff. The same studio runs technical art, engine integration, and full-cycle production, so when a design hits a rigging problem or a performance budget, the person who fixes it sits two desks away. Art shops hand over files. We stay in the production.

Style Matching, Tested Before You Commit

Most briefs we get extend a cast that already exists, and the risk is new characters looking imported. So one or two characters get made at full quality first, as a paid test round, before anyone scopes the rest. You judge the match against your own art, not against our portfolio.

Flexible Engagement Models

Fixed scope for a defined cast, a dedicated art team for ongoing production, or co-development when characters are one part of a larger build. First artists are on the project within two weeks of signature, and the estimate names who is on the team and when each one starts. If we can't hit your date, you hear it on the first call rather than in month two.

Transparent Delivery and IP Ownership

Full IP transfer on delivery. NDA before work starts. No reuse or resale of your characters, concepts, or briefs in any other context. Revision rounds agreed in writing up front, and milestones tracked against the schedule you set. Standard at this level, but worth stating plainly.

Ready to Build Your Characters to Life? Let's Talk.

If you have a brief, send it. If you have a moodboard and a deadline, send that. Either way our character art services team comes back with a scoped team, a timeline, and an honest read on the style you're chasing.

What Our Clients Say

Art directors and studio heads who have run art and production with our team.
Partnering with Innovecs has been a great benefit to our team and project. The work they produce for us is always on time, within budget, and of the highest quality! Innovecs has made a positive impact with us!
Shane Nakamura
Art Director at Jam City
When looking to outsource art assets for some of our projects I was fortunate to sign with Innovecs. I remembered them as easy to co-work with, they weren’t afraid to take our challenges and delivered top-notch content.
Artem Nabatov
Head of Studio at Gameloft
I value the professionalism and the commitment of Innovecs as a company and the developers I personally got to work with. The human resources are of the highest quality. I definitely plan to work with them again and increase the capacity of cooperation in the future.
Shahar Sorek
Founder and CEO at 7 Elements Studios

FAQ

What does character art services include?

Concept sketches, silhouette exploration, full character design, turnarounds, model sheets, expression sheets, and the style guide that holds a cast together. Most engagements also cover mascot and marketing variants. Scope stops where rigging and animation begin, though we build the sheets to those teams' spec.

How long does it take to create a full set of game character art?

Cast size and how settled your style is drive it. A single hero with turnarounds typically runs two to four weeks including revisions. A roster of ten to fifteen, starting from an undefined style, is closer to two or three months, with the first weeks going into style development that speeds up everything after.

What is the typical cost of character art services?

There's no rate card, because a chibi mobile NPC and a realistic hero with full sheets aren't the same purchase. Cost tracks cast size, style complexity, deliverable depth, and revision rounds. Send a brief, or even a rough list of characters, and we come back with a scoped estimate. Revisions are priced up front so the number doesn't move mid-project.

Which art styles can Innovecs Games deliver?

Stylized, realistic, chibi, casual mobile, pixel art, and mascot design, across fantasy, sci-fi, historical, and contemporary settings. Video game character design gets assigned by style specialization, not by who is free that week. If a style falls outside what we do well, we'd rather say so than take the project.

Do you provide character turnarounds and model sheets for animation teams?

Yes, and it's one of the more common briefs we get. If your rigging or animation team has a spec, we build to that spec rather than to a house template, and they review the sheet before delivery instead of after. Where no spec exists yet, we propose one and you sign it off alongside the brief.

Can you match an existing game's art style?

A large share of our work, usually when a studio needs to extend a cast without the new characters looking imported. A paid test round comes first, so you judge the match before committing to full scope. Reverse-engineering the rules behind a style, rather than copying its surface, is what makes it hold across twenty more characters.

What platforms and genres do you create character art for?

Mobile is the bulk of it: match-3, puzzle, casual sim, and hyper-casual. We also work on PC and console, including mid-core and AAA support through the wider studio. A console RPG cast and a mobile puzzle cast are different design problems even in the same style.

How do you ensure character designs stay consistent across a game?

A style bible written in the first weeks, and one named art director who reviews every asset against it. It covers proportion systems, palette rules, line weight, material logic, and the edge cases where artists diverge. New artists onboard against that document, not against existing art. You get the bible on delivery, so consistency survives after we're done.

How is AI used in character art production?

At the exploration stage, and nowhere else. AI-assisted concept iteration and generative reference art let an artist test far more directions in the first days than manual sketching allows. Nothing generated goes into a deliverable, and no client asset or brief trains anything. Every line you receive was drawn and approved by a person.

Can AI generate game-ready character art on its own?

No. It produces images, not production assets. Consistent turnarounds of the same character, correct proportion across a cast, layered files, and rights you can own are all outside what current generative tools deliver reliably. Ownership alone matters once a character becomes your franchise. AI shortens the front of the process; it doesn't replace the people running it.
Get in Touch
We usually reply within one or two business days.
Nader Alikhani
VP of Innovecs Games
Christopher Rowe
Business Development Director

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    Trusted by
    Industry Leaders
    ▪   
    Full IP transfer on delivery
    ▪   
    NDA before work starts
    ▪   
    No hidden costs
    ▪   
    Full IP transfer on delivery
    ▪   
    NDA before work starts
    ▪   
    No hidden costs