How We Create Art

The Inlingo Art team was first launched in mid-2021. Since then, we’ve managed to bring dozens of visual projects to life. Our team of artists can take a developer’s most daring ideas and make them a reality, whether through 2D and 3D character development, designing environments, or creating icons for match-3 games.

In this article, we discuss how we spark joy with our art and win the hearts of our clients and players.

1. We run every proposal through a checklist

When starting a project, we know exactly what information and resources we’ll need. In most cases, we have an internal checklist that our manager uses to review each project request. This checklist ensures that the request includes: a clear-cut task, references, a style guide, an art bible, the intended pipeline, and any tool requirements.

Proposals for 2D and 3D projects are reviewed according to an additional checklist. This way, we can gather as much information as possible and guarantee that the final result meets your needs to a tee. If the first proposal is lacking any critical information, the manager will reach out to the client to clarify details.

2. We polish up the technical brief or create a new one

When working on a project, it’s important to make sure that everyone is on the same page. That’s why we always pay close attention to the reference materials. Before getting to work, we clarify all the details, right down to the software that will be used to create the art.

At this point, we start forming our team of artists, determining how many people we’ll need and what skills they should have. We love the rare instances when clients include details in their references, such as, “We like this kind of shadowing” or “The lines should be exactly this thick.” The more specific your requirements, the easier it will be for us to create the project of your dreams.

If you’d like to learn more about how to build the perfect reference materials, check out our article, “Correct Technical Briefs: how to set tasks for artists.” Of course, if you’re having any trouble, we’re happy to help. Our team can even create the technical brief for you: just give us a call, and we’ll discuss the reference materials and any details that might need to be developed.

3. We decide on a pipeline and the level of detail for each step

Every development company builds their pipeline differently. That’s why we always discuss the details in advance. Some want to see pre-rendered material immediately, while others prefer to work with us step by step, starting from the concept. Accordingly, we create an individual pipeline for every project, and this determines how often we meet to discuss work progress.

For us, it’s not just about the stages in the pipeline—we want to know exactly how detailed you want the art at each stage. At the concept stage, some companies are just expecting a basic outline of the artwork. Others, however, want to receive a semi-finished version that only requires a few finishing touches. For this reason, we ask for regular quality references as we go along. These ensure that our artists immediately understand the task at hand and the stages can be approved without much trouble.

Whether you’re working through ideas or already have the half-finished art in your hands, we’ll meet you where you’re at and construct a pipeline that suits your exact needs.

4. We select experienced artists who know how to work with your style

Your team of artists will be selected based on the needs of your project. We make sure to choose artists who have worked on similar tasks and can understand the style of your game. If you want anime-style art, for example, we’ll bring in our best selection of anime artists. 

In fact, we have over two hundred talented artists on call, all of whom have gone through internal examination and proven themselves repeatedly in real-life projects. We’re certain that we’ll create the perfect team for the job, and you should be too.

5. We adapt to your software needs

We know that software can play a huge part in the final result of a project. That’s why we work with whatever program and software works for you. We can easily adapt to the art software, messengers, and file-sharing services of your choice in order to make sure that communication is smooth and all files open correctly. We can send files over email or Git, and we’re happy to chat through Slack, Telegram, Discord, or your preferred messenger.

6. One team for the entire project 

Our selected team will see your project through from beginning to end. You can be confident that they know your game well, from changes in past updates to the content you’re planning for the future.

Our artists work with an internal styleguide, which we’re constantly updating based on client feedback. Over time, our overall knowledge of the game grows, and our artists begin to understand the project through and through. You won’t have to repeat your requirements over and over again, since they’ll be recorded and thoroughly studied by the team. 

7. We answer every request within 30 minutes

During working hours, we respond to all questions within half an hour, whether it be a potential client’s first contact or a regular correspondence in the work process. And there’s no need to worry about differences in time zone: we have project managers all over the world who will answer your request within 30 minutes.

8. We design art from a cultural standpoint 

When creating art, we always consider the intended audience. If the game is targeting American players, for example, we need to design walls with three-hole American outlets. This is just one of the details that might affect the overall impression of a project. 

We focus on authenticity wherever necessary. For instance, when tasked with creating a London alley in 3D, we asked a colleague to photograph a few streets around London for us. This live footage really helped our artists make the alley as realistic as possible. 

Our team can also localize art. If necessary, we can redraw finished visuals to bring them to a new audience with different cultural features.

9. We check our work on all kinds of devices

When it comes to UX and UI design, we always check our work on a number of different phones, tablets, and computers. That way, we can be sure that the results meet your demands and look great on any screen. For example, when our artists create icons for a Match-3 game, we always make sure that they are clearly displayed on all kinds of devices.