Independent studio Games · Animation · Content

3MIN ARTS

Tap the headline to call a strafing run

An 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.

Unity & UnrealCharacter animationCinematics & trailers Short-form social3D asset productionGame UI & UX Co-developmentLocalisation in 9 languages Unity & UnrealCharacter animationCinematics & trailers Short-form social3D asset productionGame UI & UX Co-developmentLocalisation in 9 languages
Studio reel · 2026

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.

Live render 00:00:00:00
Game · Unity Hollow Tide Hand-painted underwater roguelite. Prototype to launch in eleven months.
09 CUTS
0 studiosİstanbul · Berlin · Warsaw · Remote
0 yrsShipping games and film since 2015
0+Titles, shorts and campaigns delivered
0 langsLocalisation handled in-house
What we do

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.

01 · Game development
01 / GAMES

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
02 · Animation & 3D
02 / MOTION

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
03 · Digital content
03 / CONTENT

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
04 · Art & assets
04 / ART

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
All capabilities
Selected work View all →

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.

Start a project
Services01 — 04

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.

01 / Games

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.

Iron Vesper · in-engine previz

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.

02 / Motion

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.

Rig test · locomotion pass

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.

03 / Content

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.

Nine Lives Deli · variant test

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.

04 / Art

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.

Vault of Sighs · modular kit

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.

How a project runs

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.

STAGE 01

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.

Deliverable — Scope, schedule, fixed quote
STAGE 02

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.

Deliverable — Style guide, look test, boards
STAGE 03

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.

Deliverable — Playable build or cut sequence
STAGE 04

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.

Deliverable — Builds every two weeks
STAGE 05

Launch & after

Masters, store assets, localisation and the campaign cuts. Then a support window for the fixes that only real players find.

Deliverable — Masters, source files, support window
WorkSelected projects

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.

Request the reel
StudioEst. 2015

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.

Who we are

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.

"If it doesn't work as a silent GIF, it won't work as a trailer."

— Studio rule №1, pinned to the wall since 2016

Look dev
Rig review
Grade session
Playtest floor
How we work

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.

Leadership
Founder / Creative director

Emre Gürhan

Animator by trade. Runs direction across games and film, and still boards the hard sequences himself.

Head of game development

Lena Brandt

Fifteen years in Unity and Unreal. Owns technical scope, frame budgets and the word "no".

Animation director

Kaan Yıldırım

Feature and games background. Leads character performance and the rigging pipeline.

Head of content

Marta Kowalczyk

Built UA creative at scale before joining. Runs the testing loop and the numbers behind it.

Executive producer

Deniz Aksu

Schedules, budgets and the weekly call where slippage gets named early.

Studios
Headquarters

İstanbul, Türkiye

Production floor, animation and art. 19 people.

Studio

Berlin, Germany

Game development and client production for the DACH market. 6 people.

Studio

Warsaw, Poland

3D asset production and environment art. 4 people.

Distributed

Remote

Specialists in sound, VFX and localisation, on call per project. 2 core.

Coverage

Overlapping hours

Berlin and İstanbul overlap with both US coasts and the Gulf on the same working day.

Taking projects for Q4 2026Reply in 2 working days

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.

Project brief
Or write to [email protected]
Brief received. You'll hear from a producer within two working days — check spam if nothing lands by then.
New business[email protected]

Briefs, quotes and reel requests. A producer answers, not a bot.

Work with us[email protected]

Animators, engineers and 3D artists. Portfolio link in the first line, please.

Press[email protected]

Assets, stills and interviews. Same-day turnaround on deadline.

Studio hoursİstanbul · Berlin · Warsaw

Mon–Fri, 09:00–19:00 CET. Berlin and İstanbul overlap with both US coasts.