Character Design
A character has to survive being looked at for years.
Most characters are drawn to fill a brief and forgotten when the campaign ends. The ones that last are built from a purpose — who they speak to, what they have to carry, how they behave when the brief changes. That decision happens before anything is drawn, and it is the one that determines whether the character is still working in five years.
Mascots and brand characters
Characters built to represent an organisation to its public. Designed to hold up across advertising, print, packaging and screen, and to stay recognisable when reduced, redrawn or handed to another team.
Concept and creature design
Original characters and creatures for film, games and story work. Sketch through to finished design, exploring silhouette, proportion and personality before anything is committed to three dimensions.
Modelling and digital sculpting
The sculpt is where the drawing becomes a thing with weight. Grounded in anatomy, detailed to the level the job needs — down to facial expression, fabric and individual hairs where the shot calls for it.
Rigging and performance
Characters built to move. Rigged for expression and articulation so the design holds up in animation rather than only in a still.
Full customisation
Every element open to direction — proportion, palette, costume, expression, level of realism. The character is built to a specification, not chosen from a range.
A character is a selling tool that people happen to love.
Where a character has to perform rather than pose, the work continues into Animation — rigged, performed and finished by the studio that designed it.
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