Jingyu Ent Tech
Hogwarts Legacy cavern level, lighting by our lead

Jingyu Ent TechGame art outsourcing

Game art outsourcing delivered to AAA standards. Concept design, 3D assets, environments and levels, UE technical art, with the lead working directly on every project.

An art team that worksto AAA standards

We are not a headcount supplier. We take on defined work with a clear scope, milestones and quality standards. Every engagement is organized around asset scope, milestones, review feedback and acceptance criteria, so the process can be discussed and checked, and the result can be accepted.

AAA Pipeline Background

Core members have shipped on North American AAA titles (Hogwarts Legacy, Diablo IV, Apex Legends, PUBG), and know how big studios write asset specs, run review gates and sign off.

The Technical Lead Works on Your Project

Technical art, technical planning, key environments and the final check are closed out by the lead, not handed to an invisible execution layer.

US and China Teams Working Together

Resources on both sides scale with project size. The time zones complement each other for long-term remote work and milestone sprints.

We deliver checkable results, not hours.

Lead credits

Hogwarts Legacylighting art

While at Avalanche Software, our lead worked as a lighting artist on Hogwarts Legacy across several dungeon and cavern levels. Every frame below is from the shipped game.

Project
Hogwarts Legacy, developed by Avalanche Software, published by Warner Bros. Games, released 2023.
Role
Lighting artist. Lighting production and look tuning across multiple dungeon, cavern and tomb levels.
What It Means for Jingyu
This experience set our pipeline and acceptance criteria: lighting, performance and look are checked in one rhythm.

The credits above are our lead's individual work while employed at Avalanche Software. Imagery is the property of Warner Bros. Entertainment Inc. and was not delivered by JingYu Entertainment Technology.

Team work

Our services

Take the whole package, or plug in by module or stage.

Concept Design

Concept work is not illustration. It is the reference that modeling, materials and level work can execute directly.

World and art direction / Character and creature concepts / Environment concepts and key frames / Props, vehicles and hard surface / Art bible and color script

3D Game Art

Models, materials and specs delivered together, so assets do not need rework once they are in the project.

Character and creature models / Weapons, props and vehicles / Hard-surface and organic modeling / Next-gen PBR materials / LODs and asset specs

3D Environments and Levels

Scoped by level region, environment module or asset pack, from production through final check and handoff.

High-fidelity environment assets / Modular components and kits / Level assembly and region integration / Materials, textures and LookDev / Mood pass and final check

UE Technical Art

Solving the technical problems between art intent and a scene that runs on budget, around real-time look, performance and production efficiency.

Material and shader systems / Rendering and scene look / Performance optimization and budgets / Tools and pipeline / Asset specs and pipeline checks

Winter industrial exterior scene

The four lines run in one pipeline. Art targets set at the concept stage are translated into asset specs and technical constraints, and carried all the way into engine acceptance.

Put quality requirementsahead of production

Clear checkpoints and room to correct while the project is still in progress, not problems discovered at acceptance.

  1. 01

    Scope and Visual Target

    Confirm goals, asset scope, technical constraints and acceptance criteria.

  2. 02

    Technical Pre-Check and Plan

    Identify performance, material, asset and pipeline risk early.

  3. 03

    Production and Milestone Reviews

    Deliver by milestone, with punch lists and feedback closed out continuously.

  4. 04

    Final Check and Handoff

    Unify quality, finish optimization, confirm the final accepted result.

Three terms we write into the contract

Sample Asset First

One or two sample assets lock fidelity and spec before volume production starts.

Performance Targets in the Contract

Target hardware and frame rate agreed up front, so acceptance never turns into a debate.

Milestone Payments Tied to Gates

Blockout, hero assets and final delivery each map to a milestone. Risk stays symmetric.

Engagement modelsand pricing

We contract company to company, organized by project, module or stage. Core technical calls and final quality are closed out by the lead.

  1. Client

    Your Project Team

    Provides context, targets and a contact; co-signs scope, milestones and acceptance criteria.

  2. Jingyu

    Technical Lead

    Owns core technical art, technical planning, key environments, pipeline and the final check.

  3. Jingyu

    Production Team

    Base assets, environment production and volume work; staffed to project size.

Full Package
From concept to in-engine delivery, with Jingyu running the pipeline and quality loop. For new environments or levels from scratch.
Module Outsourcing
Only the concept, modeling, material or environment integration stage. For the specific stage where your capacity is short.
Technical Support
Targeted help on performance, materials or pipeline. For projects entering a critical stage.

Per Project
Full environments or levels with a defined scope and deliverables.
Per Person-Month
Long-term collaboration with scope that rolls with your versions.
Per Asset
Volume assets with uniform specs that can be counted.

Contracting
Company-to-company technical service or outsourcing agreement.
NDA and IP
Per your procurement process.
Deliverables
Source files and asset spec documentation included.
Revisions
Two revision rounds standard; further rounds at the agreed rate.

O-1 visa

O-1 visa supportfor game artists

For game artists, technical artists and VFX artists moving to the US. We turn your work, career and industry standing into an evidence package that holds up against the O-1 criteria. A licensed US immigration attorney handles the legal filing.

  1. 01

    Eligibility Review

    Each of the six O-1B criteria checked one by one: which three stand today, which ones need building.

  2. 02

    Evidence Package

    Portfolio, exhibitions and awards, press, judging and teaching roles, assembled as sourced, verifiable documentation.

  3. 03

    Expert Letters

    Matching you with recommenders in the industry, then drafting and editing letters that agree with the evidence.

  4. 04

    Attorney Handoff

    Filing through a partner immigration attorney and following any RFE through to the decision.

About O-1 support

JingYu Entertainment Technology is not a law firm and does not give legal advice. Filings are handled by a partner US-licensed immigration attorney.

Contact

Start with one or twowell-defined tasks

Prove the collaboration and delivery quality on concrete tasks, then decide the scope and pace of what follows.

  1. 01Align on project context
  2. 02Define the pilot task
  3. 03Milestone review
  4. 04Debrief and scale

Used only for project communication, nothing else.