Consulting
Teams &
Process
We set up how an art department runs day to day: the schedule and what it can absorb, the approval chain, the review loop, the handoff between art and production.
Then the team itself. How it is structured, who to hire next, what onboarding covers, where people go after two years. We coach leads and first-time art directors directly.
The goal is a team that keeps working when we leave, and when anyone else does. If losing one person stops the project, the team was built wrong.
- — Scheduling, milestones, capacity, scope
- — Approval chains and review at scale
- — Artist and producer translation
- — Hiring, onboarding, growth tracks
- — Outsourcing and incoming QA
- — Mentoring leads and new art directors
- — Team balance, so no one person is a single point of failure
Contact
Stuck and
can’t name why?
That is our favorite kind of problem. Open to consulting and R&D, mainly for game studios.