Game art and UI players remember. Without the big-agency wait.

Characters, worlds, key art, menus and HUDs, plus every piece that sells the game, in one hand from concept to launch.

Book a call
EMBERLINE key art: Wren leaps from a cliff on her glider, the ember moth in the clouds
Nine EMBERLINE item icons, from the ember lantern to the teal crystal
EMBERLINE launch poster: Wren with her lantern under the ember moth, Out now
Wren, the EMBERLINE heroine, holding up her ember lantern

What you can request: Game UI and HUDs, Key art, Characters and creatures, Worlds and concept art, Icons and items, 3D props and assets, Store and launch art, Game websites.

Games and gaming brands we’ve designed

Your artists are busy. Who makes the rest?

Key art, store capsules, posters, banners for every update. Each launch beat pulls your artists out of production.

We work as your extra art team. We learn the look of your game, then keep the new pieces coming in it, so production keeps its people and marketing never waits on art.

Book a call →
EMBERLINE launch poster
EMBERLINE ember lantern rendered in 3D
AVESKINS logo mark in 3D glass
X13bit 3D handheld console

The whole look of your game. One team.

Characters, screens and the store page from the same team, so it all feels like one world.

Nothing gets in the way of play.

A HUD tells players what they need in a split second, then gets out of the way. We design it over real gameplay, layer by layer.

One look, from the menu to the store page.

A HUD, a store capsule and a poster each need something different. We design every piece for its place, so the game looks like itself.

  • Menus, HUDs, inventories and loading screens

    Screens that read in a split second, on a TV, a monitor or a phone.

  • Steam, console stores, App Store and Google Play

    Capsules and screenshots built to sell at the size the store shows them.

  • Trailer thumbnails, YouTube and Twitch

    Thumbnails and stills that make people press play.

  • Posters, banners, social and paid ads

    Key art carried into every size the launch needs.

  • Characters, level art and app store art

    Bright characters and art made to read on a phone.

  • Collector’s editions, art books and merch

    The box, the book and the things fans keep.

EMBERLINE main menu with Wren on a cliff at sunset
EMBERLINE store pieces: key art, HUD, trailer thumbnail, banner and capsules
EMBERLINE gameplay: Wren gliding through ember rings toward the lighthouse
EMBERLINE launch poster with Wren and the ember moth
Three cartoon heroes for a mobile puzzle game: a fox, a frog knight and an owl wizard
EMBERLINE collector’s edition: box, art book, steelbook and lantern replica

Main menu · 1920 × 1080Store set · 2000 × 1044Gameplay still · 1920 × 1080Poster · 1080 × 1350Characters · 1080 × 1341Collector’s edition · 1080 × 1350

Screens that read in a split second, on a TV, a monitor or a phone.

Capsules and screenshots built to sell at the size the store shows them.

Thumbnails and stills that make people press play.

Key art carried into every size the launch needs.

Bright characters and art made to read on a phone.

The box, the book and the things fans keep.

From first sketch to launch day.

Every request runs through Studio, our own app. Your art, product and marketing leads see the same plan, the same files and the same approvals.

See how we work →
  1. Brief the game

    Share the game, your references and the dates. We turn it into a clear brief.

  2. Set the look

    We agree the style on a few key pieces before we paint the rest.

  3. Make every piece

    Characters, screens, icons and launch art, each built to its own size.

  4. Review in Studio

    Pin a comment right on the art. One click approves it.

  5. Plan the next beat

    Updates and seasons get their art planned ahead, not the week before.

AI for early exploration. Artists for the final art.

AI gives us early moods and compositions to compare. An artist makes every call, then paints and checks each piece.

  • More directions, sooner

    Moods and compositions to compare before anyone commits.

  • Your style, held

    The approved look guides every new piece, made by hand.

  • Finished by artists

    Every final piece is painted, retouched and checked by a person.

Explore AI-powered Creative →
EMBERLINE concept art: a floating market town across sky islands at dusk

Game work, from screen to store page.

An art team every month, or one launch at a time.

Keep us on for the updates and seasons that keep coming, or bring us one key art, one character or one new look.

Creative subscription

Store art this week, a season’s banners the next, UI updates in between. Your project manager plans the order with you.

  • Buzz$3,995 / monthUp to 60 hours / month · For one brand
  • Hive$7,980 / monthUp to 120 hours / month · For several brands or products
  • Swarm$15,960 / monthUp to 240 hours / month · For many brands in parallel
Compare plans

Focused project

A key art, a character set or a full UI pass, with a set scope and date.

  • The art and assets agreed up front
  • Review points on a clear schedule
  • Every request and file in Studio

Scoped from your brief

Discuss a project

Game design, answered.

Tap a question. The answer lands in the chat.

  • Something else? Talk to a person →
Your project managerCreative project manager · online
Hi! Tap a question around the phone and I’ll answer it here.
What do your game design services include?

Game UI and HUDs, key art, characters and creatures, worlds and concept art, icons, 3D props and game websites, plus the launch art around them: store capsules, trailer thumbnails, posters and banners.

See what you can request →
Can you work in our game’s existing style?

Yes. Share your art, style guide and references. We follow your art direction, or help you set one, and your art director approves every piece in Studio, our own app.

See how we work →
Do you make 2D and 3D game art?

Yes. We paint 2D art, from key art to icons, and model and render 3D characters, props and environments. The brief decides which fits.

3D Design →
Will we get the source files?

Yes. Everything we make for you is yours, source files included. We agree the formats with your team in the brief, so the art arrives the way your developers need it.

Book a call →
How fast do you work?

Most design requests land the same day or within 24 to 48 hours. Bigger work, like a full UI pass, takes a few days. In working hours, five days a week, we reply within 15 minutes.

Book a call →
How much do game design services cost?

Monthly plans are $3,995 (Buzz), $7,980 (Hive) and $15,960 (Swarm). A key art, a character set or a UI pass can also be scoped as one project.

Compare plans →
How do you use AI in game art?

For early moods, compositions and variations to compare. An artist makes every creative call, then paints, models and checks each final piece.

Explore AI-powered Creative →

Your game, ready for its players.

Tell us what you’re making. We’ll show you how fast the art can move.

hello@buzzingframe.com