3MIN ARTS
Tap the headline to call a strafing runAn independent studio for games, animation and digital content — İstanbul, Berlin, Warsaw. We build the things people actually play and watch: first prototype, finished game, the trailer that sells it, and the campaign that carries it past the scroll.
Nine pieces. None of them stock.
Every frame on this page is rendered live in your browser, right now — no video files, no stock library. That is the whole argument.
Four disciplines, one production floor.
Most studios hand your project across three vendors and hope the seams don't show. We keep design, animation, art and delivery under one roof — so the character in the trailer is the character in the game.
Game development
Full-cycle production from prototype to store page, plus co-dev and porting for teams that need extra hands.
- Unity & Unreal, mobile to PC
- Prototyping and playtest loops
- Live-ops, economy and balancing
Animation & 3D
Character work with weight to it — rigged, keyframed and rendered for cinematics, shorts and broadcast.
- Character rigging and keyframe animation
- Cinematics and game trailers
- Motion graphics and title design
Digital content
The campaign around the release: vertical cuts, creator kits, ad creative that gets tested rather than guessed.
- Launch and UA creative
- Short-form video for social
- Creative testing and iteration
Art & assets
Concept through production art, built to a style guide and delivered engine-ready with clean naming.
- Concept and character design
- 3D modelling, texturing, LODs
- Game UI and UX systems
Tell us what you're making.
Send a brief, a build, or a rough idea on a napkin. We reply within two working days with a scope, a schedule and a number — not a discovery call.
Everything between
the idea and the build.
Take one discipline or the whole pipeline. Teams come to us for a rig and stay for the trailer; publishers come for the trailer and stay for the port.
Game development
We build in Unity and Unreal, from a two-week playable prototype to a live title with a content calendar. Co-development is a real service here, not a fallback: we drop into your repo, match your conventions, and leave the codebase cleaner than we found it.
Full-cycle production
Concept, vertical slice, production, soft launch, store assets.
Co-development
Embedded engineers and artists inside your sprint cadence.
Porting & optimisation
Mobile, Switch, Steam. Frame budgets held, not hoped for.
Live-ops & economy
Events, progression, monetisation modelled before it ships.
Animation & 3D
Hand-keyed character animation, mocap cleanup, and cinematics rendered in-engine or offline. Our animators come from feature and games both, which is why our fight scenes have timing and our idle loops have a pulse.
Character animation
Rigs, locomotion sets, combat and facial performance.
Cinematics & trailers
Boards, previz, edit, grade and sound handoff.
Motion graphics
Titles, UI motion, explainers and broadcast packaging.
Animated shorts
Original and commissioned, 2D and 3D, festival-grade finish.
Digital content & marketing
A launch is a content problem as much as a build problem. We produce the cuts, hooks and creator kits that carry a release, then test them properly — variants, holdouts, and a report you can act on rather than admire.
Launch creative
Key art, store pages, press kits, capsule sets.
Performance video
UA creative built in variants and iterated on spend data.
Short-form social
Vertical cuts and hooks for TikTok, Reels and Shorts.
Creator kits
Assets and briefs streamers can actually use on stream.
Art & asset production
Style guides first, then volume. Every asset arrives engine-ready: named to your convention, LODs built, pivots where you expect them, and a QA pass before it reaches your repo.
Concept & character design
Silhouettes, turnarounds, colour scripts, style bibles.
3D production
Modelling, sculpting, texturing, PBR sets, optimisation.
Environments & props
Modular kits, trim sheets, set dressing at scale.
Game UI & UX
Flows, wireframes, component libraries, localisation-safe layouts.
Five stages. Nothing invisible.
Every stage ends in something you can open, play or watch — not a status update. If a stage slips, you hear it that week.
Brief & scope
We interrogate the goal, the audience and the constraint that actually matters — usually the date or the frame budget. You get a written scope with what's in, what's out, and what it costs.
Direction
Style frames, references and a look test. We settle the visual argument on paper, where changing your mind is cheap, rather than in production, where it isn't.
Vertical slice
One level, one sequence, one spot — finished to shipping quality. This is the honest test: if the slice doesn't land, scaling it won't save it.
Production
Two-week sprints with a build at the end of each. You review in a shared player with frame-accurate comments; nothing waits for a Friday call.
Launch & after
Masters, store assets, localisation and the campaign cuts. Then a support window for the fixes that only real players find.
Things we made,
and what they had to do.
A studio reel is easy to fake. Each project below says what the constraint was and what shipped — the parts a producer actually needs to know. Hover any frame to play it.
Want the full reel and case studies?
The deep versions — process, failures, numbers — go out under NDA. Ask and we'll send the pack.
A small studio
that finishes things.
Thirty-one people across four cities, organised into pods rather than departments. A pod owns a project end to end — which is why you never get handed to someone who wasn't in the room.
3MIN ARTS started in 2015 as three animators renting a room above a print shop in İzmir, cutting game trailers for studios that couldn't afford an agency. The first job paid in a secondhand drawing tablet. We took it.
Eleven years on, we build the games too. What hasn't changed is the discipline — the opening of anything we make gets more attention than everything after it combined, because that's where the audience decides whether to stay.
We work in English, Turkish, German and Polish, and we localise into nine. Clients are publishers, platforms and brands across Europe, the Gulf and North America.
— Studio rule №1, pinned to the wall since 2016
Four things we insist on.
Pods, not departments
Six to eight people own a project from brief to master. No handoffs, no re-briefing a new team at week nine.
Builds beat decks
Every sprint ends in something you can play or watch. Progress you can't open isn't progress.
One director per project
A single creative owner holds the line on style. Consensus makes committees, not characters.
You own the source
Project files, rigs and scenes ship with the master. No hostage-taking at the end of a contract.
Emre Gürhan
Animator by trade. Runs direction across games and film, and still boards the hard sequences himself.
Lena Brandt
Fifteen years in Unity and Unreal. Owns technical scope, frame budgets and the word "no".
Kaan Yıldırım
Feature and games background. Leads character performance and the rigging pipeline.
Marta Kowalczyk
Built UA creative at scale before joining. Runs the testing loop and the numbers behind it.
Deniz Aksu
Schedules, budgets and the weekly call where slippage gets named early.
İstanbul, Türkiye
Production floor, animation and art. 19 people.
Berlin, Germany
Game development and client production for the DACH market. 6 people.
Warsaw, Poland
3D asset production and environment art. 4 people.
Remote
Specialists in sound, VFX and localisation, on call per project. 2 core.
Overlapping hours
Berlin and İstanbul overlap with both US coasts and the Gulf on the same working day.
Tell us what
you're making.
A paragraph is enough to start. If there's a build, a script or a deck, send it — we'd rather read the real thing than a summary of it.
Animators, engineers and 3D artists. Portfolio link in the first line, please.
Mon–Fri, 09:00–19:00 CET. Berlin and İstanbul overlap with both US coasts.