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




























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."
We do two things and we do them to AAA standard. Every engagement is run by senior-level artists embedded in your production pipeline.
From brief to production-ready concept with full orthographic views, material callouts, and skin variants your 3D team can build from without asking a single clarification question. Shooters, MOBAs, hero weapons, skin systems.
Heroes, enemies, and NPCs designed with silhouette clarity, proportion guides, and handover documentation built for a team you've never met. We solve the read before it becomes a 3D problem — the character's structure, silhouette, and costume logic work at every angle, not just the hero pose.
Where needed, we take concepts all the way to final game-ready assets. One less handoff for your team.
The pipeline scales. The standard doesn't change.
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.
Work spanning weapon design and character concept — across mobile and AAA productions.
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.