HUUDA · Art Studio
We run the content
pipeline behind
live games.
You ship every few weeks. Each cycle needs new skins, new characters and new events, and your players compare all of it to what you shipped last season.
HUUDA takes that cycle off your team. We work inside your tools, your naming and your review flow, and we hold the schedule from one season to the next.
- Shipping since
- 2023
- Studio
- São Paulo, BR
- Core team
- 20
- Scope
- Concept to in-engine
01 — HOW THE STUDIO IS BUILT
The same people
cycle after cycle.
01
The team does not rotate
We assign named artists to your project and keep them there. When a hand changes, the lead who reviewed each asset on your account ramps the replacement before any work reaches you.
02
Your game is the style guide
Silhouette language, timing, how materials read. We write down what we find, your art director confirms it, and production starts from an agreed target.
03
We ship on the date
HUUDA has not missed a delivery date since 2023. Your season plan carries the roster that will build it, and we hold that date.
02 — WHAT WE ARE BUILT TO DO
Four crafts,
one chain.
3D character animation is the center of the studio. The chain that feeds it runs in production order: concept, model, rig, animate. The same leads own an asset across those steps, and twenty-three people cover four crafts because the work moves down one line, from sketch to build.
01
2D Art
Concept art, key art and illustration. We take a character from exploration thumbnails to a production-ready sheet that modelers build from.
02
3D Modeling
Characters, creatures and props: sculpt, retopology, UVs and textures, delivered inside your platform budget.
03
Rigging
Control sets, deformation and rig tools built by dedicated riggers. Clients hire this on its own: your animators drive our rigs, or ours take them into the next step.
04
3D Character Animation
Our core: expressive 3D character animation. Acting, timing and gameplay motion that give every character personality, weight and appeal.

03 — Originals
We run our
own studies
so you can see the range.
NDAs cover most of what we ship. Our artists run self-directed studies to fill that gap: original characters, environments and short animation pieces we can put in front of you without a clearance email. We use them to push styles and disciplines ahead of demand. Mapinguari came out of a run on Brazilian folklore creatures.
See the workThe team
The people who
hold the bar.

Gabriel Carmo
CEO
Animation leadership, art direction, and production partnerships for game teams shipping at scale.

Mariana Fujino
Producer
Game Producer & Art Producer

Pedro Benedito
Art Lead
Animation and art leadership across stylized characters and cinematic production.

Wyano Nunes
3D Lead
3D Character Artist specialized in character and creature design.

Alisson Reinaldo
Motion Designer · Graphic Designer

Jacque Nathaly
Administrative Assistant

José Ragazzan
Animation Supervisor

HUUDINHA
Mascot
HUUDA's studio mascot and a reminder that every ambitious frame starts with a playful idea.
Trusted by teams shipping at scale
- Supercell
- Antihero
- First Flame
Bring us in
Let's build
something
epic.
Briefs, pipelines, art tests — we read everything within 48 hours.

