Overview
Beyond Game Art. Full-Cycle Development.
For years, we've delivered world-class game art for titles like Brawl Stars. KrashMob is our proof that we can do everything else too.
KrashMob is a free-to-play stylized PvP action brawler set in MetroBeat City, a neon-drenched urban playground where rival crews fight for district control. The project was greenlit as an internal initiative with one clear mandate: demonstrate the studio's complete game development capability, from first sketch to shipped-quality experience.
This case study is a candid account of how we built it, every team, every phase, every decisionand what it means for what we can offer partners going forward.
We wanted to show what we are capable of building, not just in terms of art, but a full cycle of development in the mobile gaming industry.
Composited from Unreal render layers and VFX passes, using the same game-ready assets as the playable build. No separate hero pipeline.
One of KrashMob's signature mechanics, the Style Meter, rewards players for pulling off combos and teamwork with tangible power gains. It's not just a cosmetic flourish; it's a core pillar that makes skill expression visible and meaningful in every match.
The World
MetroBeat City. A Setting With Personality.
The game world isn't a backdrop - it's a character.
MetroBeat City is a neon-lit urban battleground rooted in present-day aesthetics but layered with 80s–90s nostalgia: arcade halls, airships, hand-painted graffiti, and billboards that feel like they belong to the city's own mythology. The tone draws from the Hollywood action-comedy tradition, think charismatic, self-aware, and always stylish.
Art direction took cues from classic fighters like Street Fighter and Streets of Rage, alongside modern influences like Scott Pilgrim, Spider-Verse, TMNT, and real-world street culture from NYC and Tokyo. The result is a world that feels culturally rich without being derivative.
Characters
Crews over heroes. Personality over stats.
KrashMob was designed as a team game and the character philosophy reflects that. Rather than one dominant hero, the cast is choral, each fighter bringing a distinct visual identity and backstory to the roster.
The initial lineup centers around Jamie, Amy, and Boss neighborhood kids caught in a power struggle they didn't start, facing off against a shadowy corporate entity. Even Boss's allegiances remain ambiguous by design, creating narrative hooks for future content.

2D → 3D without losing the soul
The character pipeline concept turnarounds through high-poly modeling, texture baking, rigging, and real-time implementation was executed with a focus on maintaining expressive personality at every stage. Characters read clearly in both a cinematic trailer and a fast-paced mobile match.
Development Process
KrashMob was built by a cross-functional team spanning concept, UI/UX, 3D, animation, VFX, engineering, sound, and compositing. The process was iterative at every level, from shared moodboards in Miro to weekly review loops in Syncsketch, with all teams aligned around a single visual and tonal direction.
PRE PRODUCTION
Vision → Vertical Slice
PRODUCTION
Assets → Playable Build
LAUNCH & LIVE OPS
Release → Retention

01
Ideation
Game vision, platform, visual direction
Defined core gameplay loop, target audience, platform constraints, and overall visual direction. Tone, style, and audience were locked before any asset production began. PvP brawler with style mechanics, mobile-first, <5 min matches, defined before any art was touched.
02
Concept
Character, environment & prop design
03
UI / UX
Player flows, HUD, feedback systems
04
3D Production
Full pipeline: blockout → engine
05
Engine & Tech
Unreal shaders, blueprints, systems
06
Animation
In-match readability at mobile scale
07
VFX
Gameplay feedback first, spectacle second
08
Sound & Music
Core feedback system, not post-production
09
Lighting & Rendering
Gameplay clarity under real-time constraints
10
Trailer
Game-ready assets, cinematic output
Challenges & Solutions
Ambition, accountability, and a small team.
KrashMob is an ambitious scope for any studio. Three challenges defined the project, and how we solved them says as much about our process as the output does.
What This Means
Not just game art.
Full game development.
KrashMob is the clearest signal yet of what we can do for our partners. We have spent years building game art excellence for top-tier mobile titles including end-to-end art production support for Brawl Stars. That foundation is real and proven. KrashMob is the demonstration that we've grown beyond it. We now have the capability, the process, and the talent to take a game from first concept to launch-ready product encompassing game design, engineering, animation, sound, and live operations planning alongside our core art strengths.
We are a full development partner, not just a production vendor.














