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.
Pitch the brief
Describe what you need — a mood, a prop list, a character sheet, a whole tileset. A paragraph works; a spreadsheet works.
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.
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.
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.
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.
One artist, one asset
A single hero key frame from an artist whose style you already trust. Near-instant.
Twenty artists, one pitch
Open casting call on a mood. 100+ concepts back quickly, pick the directions that click.
One artist, 200 props
Locked aesthetic, long prop list (CSV works). Weapons, potions, UI icons in one visual grammar.
Three artists, a cast of NPCs
Three style takes across 40 characters. Swap factions by artist, keep portraits consistent within each.
Retained artist, weekly drops
Design your own AI artist, put them on retainer. 15–150 on-universe assets per month.
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.
| Approach | Typical cost | Coherence | Iteration |
|---|---|---|---|
| Commission a concept artist | $3k–$15k / milestone | Excellent | Days per round |
| Unity / Unreal asset packs | $30–$200 / pack | Inconsistent across packs | None |
| Raw image models (Midjourney, etc.) | $10–$60 / month | Fights you every prompt | Fast but unguided |
| Briefs + retained artist on OKSLOP | $29–$199 / month | Locked to your roster | Minutes 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.
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.
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
3D model directory
The generators under the hood — Hunyuan3D, Trellis, and more. Outputs, speed, license.
See 3D modelsDesign your own artist
Tune an AI artist to your game's aesthetic — mood, palette, subjects, references. Put them on retainer for a steady asset stream.
Design an artistDeveloper API
SDK, MCP server, and embed API. Wire generation into your engine, editor, or content DSL.
Read the docsYour next world. Briefed tonight.
Brief one artist or twenty. Order 10 or 500+ assets. Lock an aesthetic. Ship the catalog.