Blacksteinn

Blacksteinn Blacksteinn is an independent external game development studio. We are based in Almaty (Kazakhstan).

Contact us and follow other social media👇
meconnect.ru/blacksteinn We are Blacksteinn, an independent external game development studio. For 9 years of work we have managed to get involved in more than 60 high-budget projects. Our 3D assets, concept art and animations have found their way into games by such studios as CD Projekt RED, Remedy Entertainment, Id Software, Obsidian Entertainment, Crytek

, Saber Interactive and many others. Recent releases in the development of which we participated:

- Expeditions: A Mudrunner Game
- Ready or Not
- Miasma Chronicles

We have a talented team working on almost any type of art, in any style, for projects of any genre. Our portfolio is full of works of all scales: from small interior props to large-scale vehicles, from environment sketches to detailed splash art. We also feel empowered to actively share knowledge, tips and experiences on our social networks, promoting openness with our community. Over the years we have developed the main principles of our business:

- Responsibility and care at every stage of production
- Respect for all parties involved
- Creative approach to problem solving
- Protection of all incoming and outgoing information
- Quality comes first

If you share these postulates, then we are definitely going the same way! You can always write to us here or send an email:

- For jobs: [email protected]
- For partnership inquiries: [email protected]

Let's create the best game art together!

Best may subday work is here!✨Scroll through the carousel to get a closer look at «Headphones» by our subscriber Anastas...
22/05/2026

Best may subday work is here!✨

Scroll through the carousel to get a closer look at «Headphones» by our subscriber Anastasia Falkova.🔥

Want to be the part of the next subday? Then stay tuned for updates (and stories 😉).

🎨Art direction over 3D: how dishonored mastered styleNext year, the original Dishonored will celebrate its 15th annivers...
21/05/2026

🎨Art direction over 3D: how dishonored mastered style

Next year, the original Dishonored will celebrate its 15th anniversary. We decided to look back at what made the game's style so unique and why it felt like a living painting.

More about visual expressiveness, the grotesque, and the blending of technology with art in our carousel. ⤵️

🌐Final render vs. wireframe: A breakdown of our 3D game art for  Creating game-ready assets is always a balance between ...
20/05/2026

🌐Final render vs. wireframe: A breakdown of our 3D game art for

Creating game-ready assets is always a balance between striking visuals and an optimized mesh.

We dove into the archives to share a little behind-the-scenes look at the development.

🔎Seven strivings axe — high-poly sculptContinuing to share an exclusive look at the weapon assets from Avowed. Today, we...
18/05/2026

🔎Seven strivings axe — high-poly sculpt

Continuing to share an exclusive look at the weapon assets from Avowed. Today, we’re showcasing the Seven Strivings bone axe.

During development, we aimed to perfectly capture the organic shapes and the distinct, rough texture inherent to bone tissue. Later, this asset was optimized for low-poly (LP) and integrated into the game engine.

Our bot collection for Miasma ChroniclesWe’ve already introduced these characters individually, but now we’re showcasing...
15/05/2026

Our bot collection for Miasma Chronicles

We’ve already introduced these characters individually, but now we’re showcasing them all together to highlight the sheer variety of styles we can handle.

It’s a unique mix of high-tech antiquity, «samurai» urbanism, and pure futurism. And we are very grateful to 505 Games for the opportunity to work with such diversity.

🎓Perfect render with no pain: how to «sell» your portfolio to any studioIf your models are technically flawless but the ...
13/05/2026

🎓Perfect render with no pain: how to «sell» your portfolio to any studio

If your models are technically flawless but the job offers aren't pouring in, the problem might be in the packaging.

In our new carousel, we’ve covered the essentials: from lighting setups to composition techniques that will make your renders truly stand out. 🔍

⚙️Backstage: ZBrush high-poly sculpt of Nimanna's Ward shield from  Here is another example of what our asset looked lik...
12/05/2026

⚙️Backstage: ZBrush high-poly sculpt of Nimanna's Ward shield from

Here is another example of what our asset looked like during the high-poly sculpt stage.

The meticulously detailed cracks, chips, and scuffs were later baked into the textured LP version.

07/05/2026

Lebedev vs. Tactical 40

A side-by-side comparison of the pistols we developed for Nine to Five.

Which one would you choose?👀

Animancy stuff from Avowed — final textured renders vs high-poly sculptWe’ve previously shared many of these props as fi...
06/05/2026

Animancy stuff from Avowed — final textured renders vs high-poly sculpt

We’ve previously shared many of these props as finished renders. Now, we invite you to take a look behind the scenes and see how they evolved during the high-poly detailing stage.

🔎 Checklist: What skills does a Junior 3D artist need?Creating cool characters, props, or weapons is great. But to land ...
04/05/2026

🔎 Checklist: What skills does a Junior 3D artist need?

Creating cool characters, props, or weapons is great. But to land that dream offer, you need to meet the industry's technical standards.

We’ve put together a «core kit» of what studios usually expect - from topology to handling feedback professionally. 🎓

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Almaty

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