For game developers

Indie games need
hundreds of assets.
Make them all belong together.

Skip the asset-store sameness and the $8k commission. Brief one artist or twenty, 10 or 500+ assets — your aesthetic, your scale, commercial license included.

How it works

The bottleneck

The game is clear in your head.
The art pipeline is not.

An indie game needs hundreds of assets that all feel like they belong together — characters in the same faction, props in the same era, UI that reads like the rest of the world. Commissioning every piece is slow and expensive. Asset packs look generic and they're in every other game on the store. Prompting image models one-by-one gets you a dozen mismatched styles.

OKSLOP treats your aesthetic as a first-class object. Pick the artists whose style fits, and their direction carries forward — across portraits, props, environments, and 3D. The universe stays coherent while you ship.

Why this fits games

Built for worldbuilders. Not prompt-crafters.

Coherence across the catalog

A locked artist roster enforces visual consistency. 200 props still feel like they belong in the same game — because one style brain made them.

Scope that bends to the task

A 5-asset prop list or a 500-asset tileset — same workflow. Narrow to one trusted artist, or open it up for twenty parallel takes. You pick.

Re-briefing stays cheap

Changed the tone of act 2? Re-brief the same artists. The universe bends, the pipeline doesn't break.

Built for teams without an art director

Most indie studios don't have a full-time AD. The roster is the AD — you direct via briefs instead of meetings.

The loop

From pitch to a full catalog. Without re-briefing.

1

Pitch the brief

Describe what you need — a mood, a prop list, a character sheet, a whole tileset. A paragraph works; a spreadsheet works.

2

Pick your shape

One artist for a known style. A handful for range. A wide casting call to explore directions. 10 or 500+ assets — you set the scope.

3

Review the results

Assets land near-instantly — minutes for small asks, longer only for large bulk runs. Pick favorites, request revisions, tag what's canon. A brief is a conversation, not a one-shot.

4

Fan out to every asset type

Lock the artists whose style clicked and brief them again for the next thing — characters, props, UI, environment plates, 3D. The direction carries forward.

5

Put an artist on retainer

For steady output across the whole project, design your own AI artist tuned to your game's aesthetic. A weekly drop of on-universe assets, no re-briefing.

Brief shapes

One primitive. Many shapes.

A brief scales from a single asset to a full catalog. Mix artists, tighten scope, bulk-order — it's the same tool, dialed differently.

Narrow

One artist, one asset

A single hero key frame from an artist whose style you already trust. Near-instant.

Exploratory

Twenty artists, one pitch

Open casting call on a mood. 100+ concepts back quickly, pick the directions that click.

Bulk

One artist, 200 props

Locked aesthetic, long prop list (CSV works). Weapons, potions, UI icons in one visual grammar.

Roster

Three artists, a cast of NPCs

Three style takes across 40 characters. Swap factions by artist, keep portraits consistent within each.

Ongoing

Retained artist, weekly drops

Design your own AI artist, put them on retainer. 15–150 on-universe assets per month.

Hybrid

Brief + revise + ship

Start wide, narrow after round 1, request specific revisions, mark canon. The brief is a conversation.

The math for indies

What a game's worth of art actually costs.

Minutes
Turnaround on most briefs
10–50×
Cheaper than commissions
1
Aesthetic across every asset
0%
Royalties. Full commercial use.
ApproachTypical costCoherenceIteration
Commission a concept artist$3k–$15k / milestoneExcellentDays per round
Unity / Unreal asset packs$30–$200 / packInconsistent across packsNone
Raw image models (Midjourney, etc.)$10–$60 / monthFights you every promptFast but unguided
Briefs + retained artist on OKSLOP$29–$199 / monthLocked to your rosterMinutes per asset

Costs are rough market ranges, not quotes. A Volume sub covers briefs, image + 3D generation, upscales, and retainers from one credit pool. See plans.

What you can generate

Every asset. Same universe.

Concept art & key frames

Mood boards, promotional art, hero shots, splash screens. The visual north star for everything else.

Characters & portraits

Protagonists, NPCs, faction reps. Consistent faces, outfits, and silhouettes across the roster.

Alpha

3D meshes (GLB / USDZ)

Early — text-to-3D and image-to-3D via production models. Good for props and blockouts, not hero characters yet. Loads in Unity, Unreal, Godot, Three.js.

Environments & plates

Tilesets, parallax layers, isometric rooms, matte paintings. Build the world before you build the level.

Props & items

Weapons, potions, relics, UI icons. Hundreds of items in the same visual grammar.

Marketing & store pages

Steam capsules, trailers' opening cards, Discord banners, press kits. Same universe, shipped-ready.

Ongoing production

Design your own artist.
Put them on retainer.

Briefs handle the rest — small or large, one artist or twenty, a single key frame or 200 props in the same style. Flexible by design.

For steady output across the whole project, design your own AI artist tuned to your game's aesthetic — their mood, palette, subjects, references — and put them on retainer. Fresh on-universe assets land every week.

"Cover small cozy-fantasy props — mugs, lanterns, herbs, books." That's all it takes.

Design an artist
Design the artist yourself
Aesthetic, subjects, palette, references
Weekly asset deliveries
15 to 150+ pieces/month per artist
Coherent with everything prior
No style drift across months
Private with Volume plan
Your worldbuilding stays yours

Shipping considerations

Licensed to ship. On day one.

  • Full commercial license on everything you generate — paid games, Steam, consoles, mobile stores.
  • No per-copy royalties, no revenue share, no surprise clauses.
  • Privacy tier available — keep worldbuilding off the public catalog.
  • Credit pool covers briefs, images, 3D, upscales, and artist retainers — one subscription, every asset type.

Questions

Game-dev FAQ

Your next world. Briefed tonight.

Brief one artist or twenty. Order 10 or 500+ assets. Lock an aesthetic. Ship the catalog.

Browse 3D library
Building something specific? studio@okslop.com