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Dragon Egg Studio

I'm The Chromatic, Dragon Egg Studio's lead 2D/3D artist. I run the studio's 3D character art pipeline — modeling, texturing, rigging, weight-painting — and partner with our animation lead on the deeper animation work, so I can take the project on as your point of contact and bring the right hands in behind me where the brief calls for it.

For straightforward in-game animation — locomotion sets, combat, idle cycles, hit reactions — I can carry the full pipeline myself. For specialized work (mocap cleanup, cinematic-grade sequences, IK-heavy gameplay-tied animation), I bring in our studio's animation specialist while staying as your single point of contact throughout. UE5 imports cleanly from FBX either way. The studio behind Temple Run 2 and a billion-plus mobile downloads gives the team a deep production pipeline to draw on.

Whatever the scope settles into, you'd be hiring me as your point of contact — not the whole party. I see projects through to completion, and you won't be quietly handed off to someone else without your knowledge and consent. The studio behind me is a strength on quality and depth, not a competing priority on your timeline.

Your post is light on detail, so to put a real number in front of you I'd want to know: how many characters, the animation list per character (locomotion / combat / cycles / specials), your rig spec (Mixamo, custom, UE5 Manny-compatible?), and your preferred deliverable format (FBX root-motion, in-place, both). Happy to share portfolio samples after a quick exchange.

Ready to talk scope and timeline whenever you are.

— The Chromatic / Dragon Egg Studio

campaign@dragonegg.studio

855-DragEgg (855-372-4344) ext. 1

dragonegg.studio In the darkest campaigns, Dragon Egg Studio