Game Art & Symbols
Characters, symbols, backgrounds, frames and in-game interface elements for reel and grid mechanics. Delivered as layered, animation-ready source files.
DRAKARIS
Game Design Studio
Concept art through to dev-ready files, produced by one team. Characters and symbols, animation, product interfaces, brand systems and campaign creatives — on a fixed scope, at an agreed deadline.
B2B only. DRAKARIS is a design and art production studio. We create visuals and interfaces to a client brief — we do not build, run or distribute the products they appear in.
Take one piece or the whole set. Scope is agreed up front either way.
Characters, symbols, backgrounds, frames and in-game interface elements for reel and grid mechanics. Delivered as layered, animation-ready source files.
Reward sequences, transitions, particle effects and intros. Exported as sprite sheets or Spine rigs to drop straight into your engine.
Lobby, game pages, account, payments and responsive states — built as a component library rather than a pile of disconnected screens.
Logo and wordmark, colour system, typography and usage rules, packaged as a brand book your other vendors can actually follow.
Banner sets, display and social creatives, landing page design — adapted to the formats and size specs your channels require.
Figma with tokens, states and specs, plus exported assets in the resolutions you need. We stay available while your team implements.
You see the direction before production starts, and you know the price before that.
A short call or a written brief. We agree deliverables, formats and deadlines, then send a fixed quote — no open-ended hourly billing.
Two or three style directions plus key frames. You approve the look before anyone starts full production.
The full asset set built on the approved concept, with scheduled review points so nothing drifts off-target.
Source files, exports and documentation. Revisions inside the agreed scope, and we stay reachable during implementation.
Most design problems on a gaming product are not taste problems — they are handover problems. Files nobody can open, states nobody drew, assets exported at the wrong size. We work the other way round.
A short look at the art direction and animation we produce. Full case studies available on request.
A short description of the product, any references you like, and the technical requirements — target resolutions, engine, file formats and deadlines. If you have existing brand guidelines, send those too and we will work inside them.
Game studios, platform operators, publishers and B2B partners. We take design and art production briefs only — we are not involved in running the product itself.
Editable source files plus exports in the formats you specify. For game art that usually means layered sources and sprite sheets or Spine rigs; for interface work, a Figma file with components, tokens and states.
Yes. We sign your NDA before the brief if you prefer, and unpublished work stays out of our portfolio until you clear it.
Yes. We can extend an established art direction or brand system, or build a new one from scratch — whichever the project calls for.
We deliver design and art. We do not develop, host or operate the product, but we prepare files so your development team can implement them without guesswork, and we stay available for questions while they do.
Send the brief and we come back with scope, price and a delivery date. No obligation, and nothing you share leaves the studio.
Prefer email? hello@drakarris.online
Thanks — we've got your brief and will reply to the email you gave us. If it's urgent, write to hello@drakarris.online.
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