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Infinetix
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Gaming

Game-ready 3D modelling for characters, props and environments

Infinetix is a UK product company that builds and operates its own gaming, social and analytics platforms. Our 3D modelling capability produces engine-ready characters, props and environments for AzenPlay, ItsMySpin and white-label apps, and can be engaged as a dedicated team for your own titles.

The pipeline

Modelling follows a fixed order, and skipping steps is where projects go wrong.

1. Reference and concept sign-off, so we model the agreed design rather than an interpretation of it

2. Blockout: rough proportions placed in the engine early to check scale and silhouette

3. High-resolution sculpt for organic forms, or precision modelling for hard surfaces

4. Retopology to a clean, animation-friendly mesh within the polygon budget

5. UV unwrapping and texture baking: normal, ambient occlusion and material maps

6. Texturing to the agreed style, from hand-painted to physically based materials

7. Rigging and skinning where the asset moves, plus blend shapes for faces

8. Levels of detail, collision meshes and export in the engine's format

Each stage has a review point, so you see the model before texturing and the rig before animation, not just a finished render.

Who this is for

  • Operators and brands on Infinetix platforms who need themed assets for a lobby, campaign or reward scheme
  • Studios that have design and engineering but need modelling capacity for a milestone, on a dedicated-team basis
  • Businesses building product visuals or configurators who want game-quality models delivered to a performance budget
  • Clients of the Gamification Overview who want physical-feeling rewards, badges and progress objects rather than flat icons

We are less suitable for film-quality cinematic assets with no real-time constraint, and we say so rather than stretching. If your need is broader art direction across a whole game, start on the 3D Art page.

Why Infinetix

Modelling teams that never ship a product tend to optimise for the render, not the game. Ours model for platforms we run and are on call for, so an asset that stalls a lobby on a low-end phone is our problem, not a note in a handover document. We work to written budgets, review at fixed points and describe status plainly: what is done, what is in build, what is blocked.

We are a small team by design, so we are honest about capacity and will tell you when a brief needs more hands than we have rather than quietly slipping the date. And because assets end up in products measured in AcuBi, we can show whether a redesigned reward or lobby scene actually changed behaviour.

Questions fréquentes

Yes. We can retopologise, re-texture, rig or optimise assets you already have, and we can model from your concept art or from references you provide. We check file formats and budgets first so nothing is rebuilt unnecessarily.
Rigging and animation-ready topology are part of the modelling pipeline, and animation itself is covered on the 3D Art page. If you need both, they are scoped as one engagement so the rig fits the animation set.