2D & CONCEPT ART
CHART 01Characters, key art, environments, mockups. Art direction from Konami and Playtika veterans, the same hands behind SYZYGY Tactics.


PRODUCTION ART
Client work and additional samples available on request.
PIXEL ART & ANIMATION
CHART 02Tilesets, unit and structure sprites, and sprite animation. Readable silhouettes at small sizes, high-detail rendering when the pixels can afford it.
UI ART
CHART 03Diegetic panels, HUDs, and readouts designed to sit inside your game's world, then iterated against real in-engine framing until they read at gameplay size.
NARRATIVE & SCRIPT EDITING
CHART 04Fixed-scope passes from a story-first studio. Every pass ends in a written line-by-line report: you see each proposed change and why. Your voice stays yours.
Proof pass
Grammar, typos, continuity of names and terms. Every fix listed for approval. Judgment calls flagged, never made for you.
Style pass
Voice and register. Per-character language rules, tightening without flattening. Built on a style guide we agree on first.
Story pass
Stakes, pacing, scene order. What's working, what isn't, and the smallest change that fixes it.
Game scripts and screenplays.
COMMUNITY & CONTENT
CHART 05Run by the team behind Threeclipse's own channels, including the short-form video that has put our games in front of over 450,000 organic viewers on a zero-dollar ad budget.
Channel setup & voice
The channels your players actually use, with a voice your community recognizes.
Short-form video & reels
Concept to cut. The format behind our own biggest audience days.
Trailers & storefront assets
Announcement and launch trailers, gameplay cuts, capsules, and store page art.
Discord & automation
Server architecture, onboarding, moderation, custom bots. Built, documented, handed over.
PRODUCTION & RISK STABILIZATION
CHART 06 · CASE STUDIESTime-boxed engagements led by the producer behind every Threeclipse title. Real hours on your build, docs, and plan; ends in a written read: proceed, rescope, or stop. Two engagements, anonymized:
The feasibility read
A 19-person distributed team courting funding for an ambitious souls-like. We modeled their real burn ($400K+/yr at their own stated rates), ran expected-value analysis on 12+ funding sources they were chasing (most scored under $15K EV), benchmarked seven shipped comps, and delivered a 13-item risk register with three ranked paths. The project later died along the exact fault lines the assessment named. We would rather the call had been wrong. It wasn't.
The first-game rescope
A four-person hobby team, first game, six-month goal around day jobs. We inventoried the 50+ features their vision implied, ran the math against real weekly availability, scoped a one-month prove-it prototype, and flagged the two risks that kill hobby projects: a burnout case and a role mismatch that would have bottlenecked mid-production. Same rigor as the funding-track work, tuned to a team whose budget was their evenings.
How engagements run
Short, time-boxed, remote. Advisory, not authoritarian. Blunt where it counts, and every recommendation arrives written down with the reasoning attached.
QA
CHART 07 · TEAM SERVICEStructured passes led by a producer with Keywords Studios QA background (Fortnite, Telltale's The Walking Dead, Jurassic World Aftermath), delivered by testers certified through our internal assessment-gated training program. Repro-grade reports, not vibes.
Infection Free Zone — Games Operators S.A.
80 hours of structured QA on the shipped city-survival title, delivered by five Threeclipse-trained testers. The engagement that proved the training pipeline on a live commercial game.
Tombwater — Midwest Games
Playtest QA across six players with ~2h sessions each, compiled into an exec summary with a quantified critical finding, categorized feedback, and repro steps.
Pre-festival friction hunts
Your demo is your pitch. Time-boxed passes that break it before the festival crowd does. Every issue with steps, rate, and severity.
You'll be talking to Nathan White, the producer behind our titles. If we're a fit, you'll know fast. If we're not, we'll say so.
CO-DEV@THREECLIPSE.COM