Because game art outsourcing
shouldn’t create more work
for your team
Game art

Talk through your project

74

artists onboarded for a single project. Scaled within 1 month

6+ years

Longest collaboration on a live-ops project

200

assets per month delivered for 1 project

Why game teams keep working with us

Thanks to the entire Allcorrect team for collaborating with us on multiple projects. We have been very happy with the flexibility and adaptability, and we are excited to see our relationship grow in the future!
34 Big Things
Collaborating with Allcorrect has been a great experience. As an outsourcing partner, they combine reliability, efficiency, and creativity in their approach. From the start, they maintained clear communication, a structured workflow, and attention to detail.
We appreciated their ability to bring fresh ideas while staying practical and results-oriented. They delivered on time and adapted to our needs without unnecessary complications. A professional and trustworthy partner we’d confidently recommend.
Nordcurrent
We really appreciate the effort you put into documenting how each attack particle should be used and where it fits in the game. That level of detail is super helpful for our implementation pipeline. Thanks to the whole team for that! 🙏
Panteon
I really enjoyed working with Allcorrect. From the very beginning, communication was fast, friendly, and professional. (When approaching other studios, I often had to wait weeks just for an initial conversation, or they forgot to send promised materials - this was never the case with Allcorrect.
Meetings were scheduled quickly, and everything arrived exactly as promised.) Although we initially reached out to Allcorrect Games as an external studio to deliver the capsule art for our game, they worked as if they were part of our internal team - striving to understand not only the task itself, but also the larger context of the project. I appreciated that they offered multiple potential solutions, providing three drafts so I had plenty to choose from. The art team at Allcorrect clearly understands that an image is a powerful communication tool - especially when it comes to marketing art like capsule art. Both the drafts and the final execution were excellent. I’m looking forward to working with them again in the future.

Fable Forge Digital
Zsolt Tagányi

The experience of working with your company has been very positive. You have a dedicated and capable team, and it’s a pleasure to collaborate with you. Your responsiveness and commitment to deadlines make everything run smoothly.
Panteon

Workflow

1

We learn your game, matching our workflow with your vision.

2

We pick up your style on round one. Then it just clicks.

3

We take production chores off your plate, you can breathe now.

4

We keep content rolling, quietly (mostly).

5

You get your time back to focus on cool stuff.

People Behind the Production

Katia Krasenkowa

Katia Krasenkowa

Head of Art

Marko Miladinovic

Marko Miladinovic

Lead Artist

Daria Tvorilova

Daria Tvorilova

Art Production Team Lead

Veronika Lyzhina

Veronika Lyzhina

Senior Project Manager

Yuri Kotov

Yuri Kotov

Lead Artist

Denis Dementiev

Denis Dementiev

Lead Artist

Artur Egoshin

Artur Egoshin

Senior Project Manager

Nikolay Kurganov

Nikolay Kurganov

Lead Artist

Trusted by game teams worldwide

adhoc studio
Aplus
madfihger games
VOID INTERACTIV
Focus entertainment
Crunchyroll
Akupara games
Ubisoft
Miniclip
Bandai namco
Neoroce games
Nordcurrent
Tencent games
Slitherine
Garena
Gaijin
PQube
Daedalic
10 chambers
Microprose
Mundfish
Axlebolt
Those awesome guys
Moonton

FAQ

We work across the full visual production stack: 2D and 3D characters, environments, concept art, UI design, pixel art, animation, and illustrations—both for launch projects and ongoing live-service game content. Whether you need a single asset type or want to offload a complete production pipeline, we scale to fit the scope. The best way to see our range and style variety is our game art gallery.

Yes—and this is central to what we do. Live-service games require a different model than launch projects: dedicated teams, predictable cadence, and the ability to surge fast when a seasonal event drops. We’ve run this kind of pipeline for Nanobit’s Winked, delivering ongoing asset updates 100% on time across rolling production cycles. See how that pipeline is structured →

We build teams that are already trained on your project ahead of scaling demands. Documented pipelines, style guides, and dedicated artists ensure we can add capacity without restarting the learning curve. We’ve delivered urgent asset batches—full collections in under a week—without disrupting quality or timelines. More on how we manage risk when scaling rapidly →

The more context you share upfront, the faster and cleaner the first batch comes back. Useful starting materials: a visual brief, technical requirements, a mood board, art guides, existing in-game screenshots or reference assets, your target platform and engine, and a sense of volume and cadence. If you’re starting from scratch, our Game Art Guide covers what a solid brief looks like and what to prepare before reaching out.

You do. Full IP ownership transfers to the client upon final delivery and payment. This is standard in our contracts. We don’t retain rights to reuse or resell assets created for your game. If you have specific requirements around NDAs, work-for-hire clauses, or asset licensing, we handle these during contract setup—not as an afterthought.

Freelancers give you flexibility but put the management load on your team: recruiting, onboarding, QC, deadline tracking, and replacing people when they disappear mid-project. A studio absorbs all of that. You get a PM, a built-in QC layer, a team that already knows how to work together, and a pipeline that doesn’t break when one artist gets sick. The difference is most visible in live-service game production, where long-term reliability matters more than cost per asset. See what our production workflow looks like in practice →