Technical art, shaders, and rendering

Shaders, rendering, VFX, materials, and lighting — the layer between what your artists authored and what the hardware can actually draw. It is the work that decides both how a project looks and whether it holds frame rate, and those two questions are almost always the same question.

The rate is how an estimate gets built — you aren't buying an hourly meter. Work is scoped into deliverables and milestones at a fixed fee, agreed in writing before anything starts.

What this covers

  • Custom shaders, in Shader Graph or hand-written HLSL
  • Compute shaders and GPU-side systems
  • Render features, custom passes, and pipeline work in URP, HDRP, or built-in
  • VFX and particle systems
  • Look development, materials, and lighting
  • GPU and CPU profiling, and the optimisation that follows it
  • Artist-facing tooling, so your team can drive the look without me

People usually come to me with

  • The game looks flat and nobody is sure which lever to pull.
  • You have a look in mind that no off-the-shelf shader gives you.
  • It runs fine on a desktop and not at all on the device you are shipping to.
  • Your artists are fighting the renderer instead of using it.

What it usually costs

One platform, nothing added, and priced as minimum viable product on a standard schedule. Complexity, scheduling, extra platforms, and add-ons move it from there — the estimator does all of that live, as you answer.

SizeEffortRoughly
Tiny

One effect, start to finish. A dissolve shader, a hit spark, a water surface.

84 hrs
3 weeks and 2 days
$8,750 $13,100
Small

A related set. The impact VFX for a combat system, or a stylised outline pass with the lighting to sell it.

156 hrs
6 weeks and 2 days
$16,225 $24,325
Medium

A game's visual identity. The full VFX library for a character roster, or a cel-shaded look built across every material.

348 hrs
14 weeks
$36,200 $54,300
Large

The whole look of a title, and the pipeline behind it. Custom render passes, an authored shader library, and the tooling artists work in.

780 hrs
31 weeks and 1 day
$81,125 $121,675

This is a preliminary estimate based on the information provided. Real-time work is sensitive to target hardware and asset quality, so the final quote is confirmed after review and may change if scope changes.

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