Built for Gaming

Build the world before you build every asset.

Connect concept art, characters, environments, asset variations and launch creative in one reusable production system.

01Find the world fasterExplore environments, characters and visual rules before production becomes expensive.
02Create coherent asset familiesUse shared references to develop skins, props, items and environment variations.
03Carry the game into the launchBuild store, social and campaign assets from the same approved visual world.
The workflow

One art direction across the world, the assets and the campaign.

Keep lore, references and visual rules attached to the production steps that turn them into something players can see.

How teams use it

A visual pipeline for the world and everything inside it.

Every chapter turns a creative decision into a repeatable system for artists, producers and marketing teams.

World and character development

Discover the rules of the world together.

Connect lore, mood, character references and environment studies in one canvas. Compare directions while the team can still see why each choice belongs to the world.

  • Explore characters and locations from shared references
  • Test visual languages across image and motion
  • Keep approved directions ready for production
Discover the rules of the world together.
Asset families

Create variation without breaking the art direction.

Build reusable workflows for props, items, skins and environment assets. Change the input or category while the style rules and production logic remain visible.

  • Generate related concepts in controlled batches
  • Compare variations beside their references
  • Reuse the asset system across the project
Create variation without breaking the art direction.
3D asset production

Turn approved concepts into production ready 3D assets.

Create textured 3D characters, props and environment assets from approved visual references. Inspect each result in the canvas, refine the direction and download GLB files for Unreal Engine or the rest of your 3D pipeline.

  • Generate textured 3D models from images and concept art
  • Inspect geometry and materials in an interactive preview
  • Download GLB assets for Unreal Engine and other 3D tools
Turn approved concepts into production ready 3D assets.
Budgets

Every job stays on budget.

Quote game studios work with confidence: you see the price before every run and set what each project can spend.

Every model's price
  • A price on every runEvery block shows what it costs in dollars before you press Run.
  • A budget per projectAlerts at 50, 80 and 100%, and a hard stop that blocks runs that would go over.
  • The whole teamUnlimited seats on Agency, from $119 a month, with a balance for each person.
Questions

Common questions. Straight answers.

  • Game teams can connect lore, references, prompts, image, video, audio and 3D steps into reusable workflows for concept development, asset exploration and launch creative.

  • Yes. Approved references and instructions stay connected to the workflow, giving artists a shared source of direction as they explore characters, locations and related assets.

  • Yes. Teams can build a controlled workflow for an asset family, then change selected inputs to explore variations without recreating the full setup.

  • Yes. Raelume can generate textured 3D assets from image references, let the team inspect them in an interactive preview and download them as GLB files for import into Unreal Engine and other compatible 3D tools. Final rigging, collision, optimization and level integration remain part of the studio pipeline.

  • Yes. Approved characters, environments and visual references can feed dedicated workflows for store assets, social content, key art and campaign variations.

The world stays coherent as the asset list grows.

Build production workflows that help the team explore broadly and return to the same visual truth.

  • Concept art
  • Characters
  • Environment studies
  • Asset variants
  • 3D assets

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