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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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 WorkPerformance-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.