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Specialist Concept Art Studio

Weapon
&
Character
Design Built for production.

Senior-directed studio serving game teams worldwide. From first sketch to 3D-ready handover — zero back-and-forth.

Shipped on
10+
Years shipped
AAA
to mobile
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Studio

About DMS

A specialist concept art studio built around production outcomes — not just beautiful images.

Deep Monkey Studios was founded by two senior concept artists who between them have spent over a decade shipping titles across Eastern and Western markets — from mobile to AAA. The studio was built specifically because we kept seeing the same failure: concept work that looked great in isolation and created problems downstream.

We operate as a scalable, senior-directed pipeline. Engagements are scoped and directed by artists with real shipped credits. Production is structured to expand without sacrificing the output standard — so your brief gets senior thinking at every stage, regardless of volume.

Our founders have worked inside the pipelines of some of the largest studios in the industry — both in-house and through specialist outsource teams.

"One standard. Every asset. Every brief."

Discipline
Weapon design
Character design
Senior-directed across both disciplines. Scalable team structure built for consistent output at volume.
Shipped titles
Apex Legends
Apex Legends: Mobile
Call of Duty: Mobile
Gears of War 5
Warcraft 3: Reforged
Industry experience spans
Tencent · Splash Damage · EA
NetEase · Blizzard
Activision · Bethesda
Experience built across in-house and outsource pipelines — because we've worked inside them.
Markets served
USA · China · Europe · SEA
10+ years of cross-market delivery. Fluent in Eastern and Western aesthetic expectations.
Two disciplines. No distraction.

What we do

We do two things and we do them to AAA standard. Every engagement is run by senior-level artists embedded in your production pipeline.

Where needed, we take concepts all the way to final game-ready assets. One less handoff for your team.

Pipeline

How we work

The pipeline scales. The standard doesn't change.

01
Brief Analysis
Design problem defined. Silhouette targets, reference alignment, production constraints documented before a line is drawn.
02
Creative Direction
Senior-directed exploration. Each exploration round ships with rationale — aligned to your visual language, not just options.
03
Production Development
Approved direction developed to full spec. Orthos, variant sheets, 3D concept if required — built in parallel, not after.
04
Quality Review
Senior-level QA pass before delivery. Every angle checked. Every material resolved. No open questions left in the file.
05
Handover
Full delivery package. Organised, production-named files. Your team can act from day one — no orientation required.
What we deliver

Your 3D team should open the handover and start building. Not start asking.

Most concept work solves the hero view and leaves the rest to interpretation. That interpretation becomes revision rounds, which become schedule slips, which become AD hours spent re-directing rather than directing.

We work as an extension of your team — in the design phase, not just at delivery. By the time the final file lands, your 3D artists know exactly how every surface resolves, how every material behaves, and what the design looks like at every production angle. Your AD's time stays where it belongs: setting the aesthetic direction, not answering construction questions.

What production-ready means
Angles resolved, not assumed
Every design is clearly documented for your 3D team — nothing left open to interpretation.
Materials documented
Surface types, material logic, and finish callouts are part of the concept — so your texture artists aren't guessing.
Design solved during ideation
We flag construction and silhouette issues in the sketch phase, not after your 3D team has already started building.
AD time protected
Fewer back-and-forths means your art director spends time directing taste, not answering technical questions downstream.
Predictable cost
Clean handovers compress the production cycle. Fewer revision rounds means your budget behaves.
Selected work

The portfolio

Work spanning weapon design and character concept — across mobile and AAA productions.

Apex Legends Mobile — Weapon Skins
Weapon
Weapon skin design
Apex Legends: Mobile — Shipped
Butterfly Court — FN SCAR-L
Weapon
Weapon skin concept
Butterfly Court — FN SCAR-L
Start a project

Let's talk
about your
project.

We take on briefs where we can guarantee the output standard. That means senior attention on every stage, not a handoff to whoever's available. If your brief demands that level, send it over.