Game teams everywhere are under pressure to make earlier, smarter visual decisions, long before full production begins. But the trade-off has always been the same: if you want to see how your game could look in engine, you either spend heavily on early production resources or rely on static concept art that can only take you so far.
Sumo Digital’s studios, Atomhawk*, explains how they have been evolving a middle ground, one where teams can explore visual direction, animation, spatial logic, and player experience as if it were in engine, without committing production level budgets or pipelines by:
- Building playable ideas before they’re playable
- Previs that translates to engine, not a dead end
- Collaboration that makes early visualisation feel engine ready
- Reducing risk while expanding creative options
- Atomhawk’s “secret sauce”
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*Atomhawk is one of Sumo Digital’s studios based in Gateshead, UK. Founded in 2009, Atomhawk is a digital art and design studio supporting concept art, production art, UI/UX, animation and marketing art for games, film and interactive media. With hubs in Gateshead and Leamington Spa, Atomhawk partners with developers worldwide across the full game development pipeline. The studio has contributed to titles including Halo Infinite, Mortal Kombat 11, Age of Empires IV, Helldivers 2, PUBG and Suicide Squad: Kill the Justice League.
Find out more about Atomhawk or get in touch to carry on the conversation.