Client: Saber Interactive
Digital Forms' environment team was deeply embedded in the production of John Carpenter's Toxic Commando, supporting Saber Interactive with a wide range of locations and props across the game. Our artists were fully integrated into Saber's infrastructure and pipeline. They had direct, hands-on access to Saber's game engine and worked side by side with the studio's internal team — following the same workflows, standards, and review processes as if they were an in-house part of Saber Interactive. Our involvement extended beyond environments into character production as well. Digital Forms' scanning studio handled the clothing scans for the game's zombies and characters, capturing real garments and turning them into accurate, production-ready source data for the character pipeline. This close integration allowed Digital Forms to iterate quickly, stay aligned with Saber's creative vision at every stage, and deliver production-ready assets that dropped seamlessly into the live project.
Client: Activision
As a trusted partner of Activision, Digital Forms contributed to the production of weapons and props for Call of Duty: Black Ops 7 — one of the industry's most demanding, high-profile franchises. Working to the exacting quality bar the series is known for, our team delivered game-ready assets built to blend seamlessly into the studio's established art direction and technical standards. Every weapon and prop was crafted with close attention to fidelity, consistency, and performance, matching the level of polish expected from a flagship AAA title.
Client: BATTLESTATE GAMES
For over ten years, Digital Forms has been working on Escape from Tarkov with Battlestate Games — one of our longest-standing partnerships. Across that time, our team has contributed to the production of modular weapons, props, characters, and gear and equipment elements, supporting the game's signature depth and realism.
Client: 1C Game Studios
Digital Forms has been a long-standing production partner on the IL-2 Sturmovik series, delivering historically accurate vehicles and props across the franchise. Our artists work directly from blueprints, technical drawings, archival photography, and museum reference — reconstructing aircraft, ground vehicles, and period props down to the details that matter to a simulation audience. Every asset is built to withstand the scrutiny of players who know these machines intimately, with accuracy treated as a hard production requirement rather than a stylistic goal. Fully aligned with the project's pipeline, standards, and review process, the team delivers production-ready models that meet the series' historical bar and drop straight into the live build.
Digital Forms handled character production for Legacy of Kain: Soul Reaver 1 & 2 Remastered, rebuilding the cast of one of the most revered franchises in action-adventure history for a modern audience. The brief was unusual: not to reimagine these characters, but to render them the way players remember them. Our artists worked from the original assets and reference, reconstructing Raziel, Kain, and the wider cast at a fidelity the 1999 hardware could only imply — resolving silhouettes, materials, and detail that had lived in low-poly suggestion, while holding to the exact proportions, read, and presence of the originals. Every deviation was a risk: this is a fanbase that has spent twenty-five years studying these models frame by frame. The result is a cast that looks the way memory insists the originals looked — modern in execution, faithful in every line that matters, and built to drop cleanly into the remastered build.
Digital Forms contributed environment art, characters, animation, and rigging to Tomb Raider I–III Remastered — the trilogy that defined action-adventure and made Lara Croft an icon. The brief was the one every great remaster shares: not to redesign these worlds, but to let players finally see them the way they always remembered them. Working from the original geometry and reference, our artists rebuilt sections of levels at modern fidelity while holding every layout and sightline true to the source. Because the remaster lets players switch between classic and modern graphics in real time, every asset had to map one-to-one onto the original — same silhouette, same footprint, nothing shifting under the switch. The result is a world that looks the way memory insists it looked: modern in execution, faithful in every line that matters.
Client: Gaijin Entertainment
Digital Forms has been a long-standing production partner of Gaijin Entertainment, delivering historically accurate naval assets for War Thunder. Our artists work directly from blueprints, technical drawings, archival photography, and museum reference — reconstructing warships from hull to superstructure, with the armament, deck fittings, and period detail that a naval simulation audience expects to find. Every vessel is built to withstand the scrutiny of players who know these ships intimately, with accuracy treated as a hard production requirement rather than a stylistic goal. Fully aligned with Gaijin's pipeline, standards, and review process, the team delivers production-ready models that meet the game's historical bar and drop straight into the live build.
Client: Saber Interactive
Digital Forms has been a production partner of Saber Interactive on the Spintires series since 2017, building the trucks, off-road rigs, and heavy machinery that are the entire point of the game. In a game where the vehicle is the gameplay, a model is never just a model. Our artists design each machine to read as authentic heavy equipment — believable engineering, plausible mechanics, the right kind of wear — while remaining an original design of its own. From there it's built the way the simulation needs it: every axle, joint, and moving part where it belongs, chassis and suspension separated and ready to articulate, cab interiors detailed for a camera the player sits inside. These are trucks that players spend hours looking at from every angle, in mud, at close range — and the model has to hold up there.
Client: Saber Interactive
Digital Forms contributed to character, garment, and creature production for this iconic franchise, working across the full pipeline from concept interpretation to final production-ready assets. Our character artists handled hero and supporting characters, building models that hold up under close-range cinematic scrutiny while staying within the project's technical budgets. Garment work drew on our in-house scanning studio: real garments were captured, processed, and rebuilt into game-ready clothing with authentic material behaviour, fit, and wear. On the creature side, our team took monster designs from blockout through high-poly sculpt, retopology, and texturing — preserving the silhouette and character of the original designs while making them work in-engine. Throughout production, the team worked to the client's standards, naming conventions, and review process, delivering assets that integrated into the live project without rework.
Client: Gaijin Entertainment
Digital Forms has been one of Gaijin Entertainment's major production partners since 2014. For Enlisted, our environment team builds the locations, props, and set dressing that the game's battles are fought across. Enlisted puts real battles on the map — and that sets the bar. Our artists reconstruct the towns, terrain, and structures of specific theatres from archival photography, period reference, and historical documentation, down to the architecture, materials, and wear that place a location in its exact time and place. Every environment has a second job beyond looking right: it has to play. Cover, sightlines, and readable paths through the space are built in from blockout onward, alongside the historical accuracy the audience expects. Working inside Gaijin's pipeline, standards, and review process, the team delivers production-ready environments that meet the game's historical bar and drop straight into the live build, update after update.
Client: Ingame Studios
Digital Forms contributed to character production on Crime Boss: Rockay City, taking characters through the full pipeline — from wardrobe sourcing and photogrammetry capture to game-ready assets integrated into the engine. The work started before the first scan: our team sourced and assembled the physical wardrobe for the game's characters, then captured the garments — and the head scans for the game's background cast — in our in-house photogrammetry studio. From that raw capture, our artists built the finished characters: cleanup, retopology, texturing, and material work, carrying the authenticity of real fabric, real fit, and real wear through to the in-engine result. Owning both the capture and the downstream art meant no handoff gaps — what the scanner saw is what shipped. Alongside the character work, the team delivered props and vehicles for the game, built to the project's standards and review process and integrated directly into the live build.
Client: Playkot
Digital Forms' 2D team produces art for Spring Valley, Playkot's mobile adventure game — working within an established visual style across the assets that fill the game's world. Casual mobile art is deceptively demanding. The style has to stay consistent across hundreds of assets made by different hands over years of live operation, read instantly at thumbnail size on a phone screen, and hold the warmth and charm that keeps players coming back — all inside tight technical budgets. Our artists work to Playkot's style guide and visual standards, matching the existing art so closely that new content is indistinguishable from what shipped before. Fully integrated into Playkot's pipeline and review process, the team delivers production-ready 2D assets on the cadence a live mobile project demands — content ready for the next update, every update.
Client: Saber Interactive
Digital Forms contributed to the production of the original World War Z — Saber Interactive's co-op zombie shooter — building characters and props as part of a long-running collaboration with the studio. Much of the character work started in our in-house photogrammetry studio, where real people and garments were captured and carried through the full pipeline to game-ready, photoreal models — anatomically accurate heads and realistic cloth folds preserved from scan to engine. Where a scan couldn't serve the design, our artists sculpted from scratch instead. The method followed the character; the standard stayed the same. Props were delivered alongside, built to Saber's specs and dropped into the live build. World War Z became one of Saber's defining titles — and one of the projects that grew Digital Forms into the long-term production partner it remains today.