





Founded in 2023 by Ila and Shawn after years of freelancing together. We own the art direction, concept art, environments and pipeline of every project we take on. We care about the parts players never notice but always feel.
We describe your idea back to you in a paragraph and a moodboard, and move on once you agree it is right.
An asset list and a build order, so everyone knows what gets made and in what sequence.
In-depth moodboards set the look. You sign off on the direction as a whole, not on single images.
A small region of the world, so we are both looking at the same thing before full production. Billed as part of production, not before it.
Tools and workflow set up so any artist joining the project produces usable work within two feedback rounds.
Everything is delivered into your engine, and we review it ourselves before it reaches you.
Bring us the brief, blockout, moodboard or ugly prototype. We'll figure out the art production needed to turn it into something players want to explore.
Our team began by supporting indie developers and small studios with 3D environments, props, and asset packs. From level blockouts to collision passes, we helped teams hit milestones fast without sacrificing quality.
Distorted artists worked with multiple studios on contract basis — providing environment polish, lighting passes, and scalable art production pipelines. This period built our foundation in outsourced game art and taught us how to plug seamlessly into external teams.
Now operating as a remote-first outsourcing studio, we specialize in:
Alongside production, we created Distorted Hive — a community where developers and artists collaborate, share knowledge, and grow. It's where we test ideas, refine workflows, and connect talent with opportunity.
Through initiatives like 100 Game Dev Tips, we actively contribute to the wider gamedev community — turning experience into resources that inspire and educate, while showing the values behind our studio.
A booth at the Esports Suriname Convention, 25–26 September, and ESCON Tycoon: a game we built for the convention and its sponsors, played by its community.
escon.distorted.studio ↗Six demo worlds in development on studio time. The furthest has a playable character in a built environment.
Three run so far, 10 to 25 people each. There is no game art community in Suriname to join, so we are building one.
ESCON Tycoon returns for the next convention.