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3D & 2D Asset Design & Animation

We design and animate assets built to run, not just to render: real-time-ready 3D models, rigged characters, 2D motion systems, and the optimization pipelines that carry them into web and engine targets. This page describes the craft and toolchain we bring to the domain.

Our work ships under strict NDAs. We show what we know, not who we built it for.

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3D modeling and 2D animation workspace with rigged character and motion curves

Domain Scope

Asset work at ZyroByte is an engineering discipline as much as an art one. Every asset is designed with its runtime destination in mind: polygon and texture budgets, animation costs, and file formats chosen for the target platform.

Real-Time-Ready 3D Assets

Models built to poly and texture budgets, with clean topology and PBR materials that hold up in real-time renderers.

Rigging & Animation Pipelines

Character and prop rigs, animation cycles, and export pipelines across Blender, Toon Boom Harmony, and Adobe tools.

2D Motion Systems

Motion graphics, UI animation, and 2D character animation designed as reusable systems rather than one-off clips.

Asset Optimization for Targets

glTF and Lottie export, compression, and level-of-detail strategies tuned for web and engine delivery.

Hard Problems We Engineer For

The gap between "looks great in the design tool" and "runs great in the product" is where most asset pipelines break down.

Runtime Budgets

Holding visual quality inside strict polygon, draw-call, texture-memory, and file-size budgets for web and mobile targets.

Rig Complexity vs Runtime Cost

Designing rigs expressive enough for animators but cheap enough to evaluate in real time on the target platform.

Animation Compression

Keyframe reduction, curve simplification, and format choices that shrink animation data without visible degradation.

Consistency Across a Pipeline

Keeping art direction, color, and motion language coherent as assets pass through multiple tools and formats.

Format Interchange

Lossless round-trips between authoring tools and reliable export to glTF, Lottie, sprite sheets, and engine formats.

Cross-Device Fidelity

Assets that degrade gracefully across GPU tiers, screen densities, and reduced-motion preferences.

Toolchain & Technologies

3D Authoring

  • Blender
  • PBR material workflows
  • Retopology & UV workflows
  • Baking pipelines

2D & Motion

  • Toon Boom Harmony
  • Adobe After Effects
  • Adobe Animate
  • Lottie authoring

Delivery Targets

  • glTF / Draco compression
  • Three.js / WebGL scenes
  • Game engine imports
  • Lottie in product UI

Pipeline & Integration

  • Design-to-engine workflows
  • Automated export scripts
  • Asset versioning conventions
  • UI animation integration

Engineering Discipline in This Domain

We treat assets like code: versioned, reviewed, budgeted, and tested on the actual target before they ship. The pipeline is engineered so quality is repeatable, not accidental.

Budget Sheets Per Asset

Poly, texture, and file-size targets agreed before modeling starts.

On-Target Review

Assets approved on the real device or browser target, not in the authoring viewport.

Versioned Source Files

Authoring files tracked and named so any shipped asset can be traced to its source.

Scripted Exports

Repeatable, automated export steps instead of fragile manual checklists.

Motion Accessibility

Reduced-motion variants and safe animation defaults built into UI motion work.

Style Consistency Checks

Shared references and review passes that keep a growing asset library coherent.

Representative Problem Spaces

Generic scenarios that illustrate the shape of problems this capability addresses.

Product Motion Language

A product team needs onboarding, empty states, and micro-interactions animated as lightweight Lottie files that match their brand and ship inside the app bundle budget.

Web 3D Configurator Assets

A commerce team needs product models with swappable materials and parts, optimized as compressed glTF for a smooth in-browser configurator on mid-range phones.

Animated Series Pipeline

A studio needs a repeatable 2D character pipeline: rig libraries, reusable cycles, and an export path that keeps episodes consistent as the team scales.

How to Engage

Asset and animation capability work runs as an R&D Partnership for style exploration and pipeline design, or a Dedicated Team for ongoing asset production. Both start with your targets: platforms, budgets, and art direction.

See How Engagements Work

Performance-Literate Art

Artists and engineers on the same team, speaking the same budget language.

NDA-First Culture

Confidentiality is our default operating mode, not an accommodation.

Pipeline Thinking

We build the repeatable workflow, not just the first batch of assets.

Integration Included

Assets delivered wired into your product UI or engine, not thrown over a wall.

Need Assets Built for Real-Time?

Tell us about your product, your platforms, and the look you're after. We'll propose an engagement shaped around the work.

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