We create game objects, visual systems, interfaces, and full-fledged art content for games.
We started as a small team of freelancers in 2012.
The first orders are custom weapon skins for private game servers.
Today we design objects for mid-core and AAA projects around the world: weapons, costumes, avatars, loot-box sets, card systems.
Create game objects that have visual, semantic, and transactional value.
An item in the game is a micro-economic unit.
We see a future in which a game item is a small digital product with full—fledged branding.
We are a visual design studio for game items.
We work at the intersection of UX, value psychology, and industrial art design.
We make items so that the player wants them and returns for them.
We design visual subject systems that increase engagement, UPT and ARPPU.
Design of game items from weapons to shards
Loot-box & bundle development
UI of subject menus
Set design of objects
Balance of visual value
Game context
Analysis
Prototyping of subject systems
Visual implementation
Final Value
Testing
we’re not just another digital marketing agency – we’re your strategic partner in growth.Â

We had a problem: the visual value of the items did not match the price, and the conversion rate from viewing the card → purchase was 0.92%. After redesigning the art of the items + processing the rarity levels and radiance gradations, the significance of the item began to be "read" instantly. 12 days after the release, we received +27% ARPPU and +19% uplift in conversion-to-purchase. And more importantly, the players have lost their sense of the uselessness of the items.

We have worked with nkame 3 sets of weapon skins + the "Prime-tier" system. We came to them with our ideas, and they just blew them away. Their approach is counter—intuitive: instead of "doing it beautifully," they explain why the player will believe that the item is valuable.

We are a small studio, we do not have a monetization department. nkame has done something that is usually available only to large companies in the industry. They built us a mini-economy of items: rarity levels, emblems, visual status signs, color keys for "ascension". We have: — an understandable language of value — understandable "wish points" — collectible meanings We didn't know that visual art could be done so systematically.

Nkame are the only ones who didn't try to "rub" artistry into us. Instead, they explained that visual value is the language of transactions. We have made 18 visual upgrades of the machines: from exhaust effects to plating systems.

Nkame did only one thing for us, the "anatomy of premium". These are the 12 signs of visual value in games. We have implemented only 7 out of 12. This was enough to change the behavior of the players. The internal BI showed that the subjects labeled NV (new value) had an uplift conversion rate of 23-25% versus the control group. And this is without changing the price point.
Our team includes the best professionals
Art Director
leading UI designer
subject systems designer
leading concept artist.
art producer
3D Supervisor
We immediately answer the main question.
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Yes. We work with any volume — from 1 item to system sets. We don't have a minimum check for the sake of a minimum check. If you have a test season, a pilot build, or you want to test "how we feel about each other" first, we can start small. For us, the quality of the result is more important than the number of assets in the order.
Yes. We do not segment customers by company size. If you have a game, then you have an item economy. Indie producers often even benefit — because they don't have extra layers of coordination, and the result appears faster. Plus, we can help you build a basic foundation of value, which you will then scale yourself.
Yes, we are doing the motion part on a separate pipeline and on a separate design. We have a pipeline inside that handles such tasks.: — micro-animations for item cards — flashes, glows, and "signs of rarity" — UI motion for item store screens animation doesn't just "animate" an item — it helps the player to read the value, status and rarity faster.
Yes, but only after analyzing the current state. We don't do fortune—telling - we rely on data. When we understand the visual hierarchy of subjects, the logic of bids, price ladders, and the UX of access to subjects, we can predict uplift in metrics based on the experience of similar cases and segment statistics. These are not "promises" — they are probabilities based on reality.
Always. 90% of our work is under NDA and will never appear in open cases. We can only show projects where the publisher or studio has officially authorized publication. If you want full privacy, we will sign the NDA before discussing the details of the project. This is the standard for us.
Str. Vasile Lupu 20 Ans, Moldova
+373 235 25 334
design@nkame.com