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Character key art

Licensed IP — Character Art & 3D-to-2D Rendering

Character art for licensed IP titles: key art and skin illustrations delivered at print-scale resolution, plus a 3D-to-2D pipeline that renders modelled characters into hand-drawn-looking 2D art. Working on an established IP is a different discipline from original design — every silhouette, costume detail and weapon has to survive an approval chain that includes the licensor, and nothing may drift from the reference.

Huohu Culture — licensed IP titles2024 — 2025Unity
Client
Huohu Culture — licensed IP titles
Engine
Unity
Platforms
iOS, Android, PC
Year
2024 — 2025
Duration
Rolling, per title
Team size
Internal art team
Disciplines
Character key art, 3D-to-2D rendering, Character modelling, Skin & variant production
Category
Characters
Licensed IP — Character Art & 3D-to-2D Rendering — cover artwork
Licensed IP — Character Art & 3D-to-2D Rendering

Artwork from our archive. High-resolution originals are available on request under NDA.

Production stills
The brief

What the client needed.

Licensed characters come with reference packs measured in hundreds of pages and a licensor who will reject anything that reads as off-model. The delivery format made it harder: skin illustrations were needed at resolutions up to roughly 19,000 pixels wide for print and large-format use, which is unforgiving of soft linework, texture stretching or shortcut detailing.

How we ran it
  • Built a per-character reference bible before drawing: costume layers, insignia placement, weapon proportions and colour values sampled from the official pack.
  • Ran the 3D-to-2D route on characters where the client needed multiple angles: model first, render, then paint over — so every angle stays on-model by construction.
  • Kept linework and shading on separate layers at working resolution, so the same piece could be exported for phone store art and for large-format print without redrawing.
  • Standardised the render pass — camera, key/fill/rim setup and material presets — so different artists produced a consistent 3D-to-2D look.
  • Scheduled review cycles against the licensor’s cadence rather than our own, building in a revision round per milestone instead of reacting to rejections.
Result
  • A run of licensed-IP characters delivered across key art, skin variants and 3D-to-2D renders.
  • Final illustrations delivered at up to roughly 19,000 × 9,000 pixels — print-grade output from a game art pipeline.
  • The 3D-to-2D setup became a reusable internal template, cutting setup time on each new character.
  • The same pipeline is now offered to clients who need multi-angle consistency on original characters.

Have a similar production coming up?

Tell us the scope and the date. We will tell you what it takes — honestly, including what we would not promise.