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.

Mapinguari — HUUDA original character

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 work

The team

The people who
hold the bar.

  • Gabriel Carmo

    Gabriel Carmo

    CEO

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

  • Mariana Fujino

    Mariana Fujino

    Producer

    Game Producer & Art Producer

  • Pedro Benedito

    Pedro Benedito

    Art Lead

    Animation and art leadership across stylized characters and cinematic production.

  • Wyano Nunes

    Wyano Nunes

    3D Lead

    3D Character Artist specialized in character and creature design.

  • Alisson Reinaldo

    Alisson Reinaldo

    Motion Designer · Graphic Designer

  • Jacque Nathaly

    Jacque Nathaly

    Administrative Assistant

  • José Ragazzan

    José Ragazzan

    Animation Supervisor

  • HUUDINHA

    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.

business@huuda.com

Briefs, pipelines, art tests — we read everything within 48 hours.