Limbheim Studio · Research & Development

Where game art meets applied engineering.

Limbheim R&D is the engineering lab of Limbheim Studio. We take the real-time 3D craft behind stylized AAA game art and turn it into tools, pipelines and XR products — for games and for industry.

80+artists & tech artists in the studio
2019Limbheim Studio founded
UE · Unityreal-time engines in production
XR · AI · Mechand growing R&D disciplines
What we work on

Many research tracks, one production backbone.

Every track is grounded in something a game studio already does daily — assets, engines, rigs, pipelines — then pushed into new territory.

Industrial XR

Remote-assist and guided-servicing apps for headsets and smart glasses: live video, expert annotations, CAD overlays anchored to real machines.

OpenXRQuestWebRTCCAD registration

Real-time 3D pipelines

CAD-to-engine conversion, asset optimisation, LODs and stylized look-dev — the studio's Unreal and Unity know-how, packaged for products.

UnrealUnityglTFTech art

Rigging & animation tech

Mesh-rig tooling, mocap-to-rig retargeting and procedural motion that shortens the path from concept art to an animated character.

2D mesh rigsPose estimationSpine-style export

AI-assisted art tooling

Locally-run generative and vision models that support artists — reference, cleanup, segmentation, recognition — never replacing the hand-made style.

Local inferenceVisionComfyUIYOLO

Optimisation & game maths

Scheduling, multi-objective optimisation and simulation — from game economy and win-distribution tuning to studio capacity planning.

Operations researchSimulationPython

AI pipelines & agentic workflows

Multi-step AI pipelines and tool-using agents that plan, call services and hand work back to people — for content production, QA, research and back-office automation.

LLM agentsMCPOrchestrationEvaluation

Mechatronics

Hardware that moves and senses: embedded control, sensors, CAD and 3D-printed mechanisms, and the software and XR interfaces that drive them.

EmbeddedSensorsCAD3D printing

Studio platforms

Internal portals that run a distributed art team: talent, production tracking and review — tested daily on Limbheim's own crew.

Web appsIntegrationsDashboards
Why a game-art studio does R&D

The hard part of XR and 3D products is the content.

Most engineering teams can stream video or load a model. Few can make 3D content that is readable, lightweight and beautiful on a headset at 72 fps.

Limbheim has spent years delivering stylized characters, environments, VFX and Unreal integration for titles such as Diablo IV, Dota 2 and Eternal Strands. The R&D lab puts engineers directly beside that production line.

01
Art & conceptStyle development, concept, illustration
02
3D & tech artCharacters, props, environments, grooming, shaders
03
Engine integrationUnreal / Unity, VFX, animation
04
R&D engineeringXR apps, pipelines, AI tooling, optimisation
Current work

Prototypes on the bench.

Early, honest, measured. Each prototype has a stage gate: keep going, change approach, or stop.

Exploration · 2026

XR remote servicing

Remote expert assistance for precision-equipment servicing: headset video and audio, expert web portal, CAD and manual lookup, 2D annotations, and a spatial track for overlays anchored to the machine — with tracking confidence always visible.

Working micro-POC

Quest part recognition

Photo-to-panel pipeline on Meta Quest with passthrough: an open-vocabulary detector identifies hardware components and answers questions only from verified source documents — no invented specs.

Internal tool

Rig & animation pipeline

Generate → cut → skeleton → animate → spritesheet. A web pipeline that rigs 2D characters and symbols, with jiggle physics and video mocap assist.

Research

Optimisation studio

Simulation and equalisation tools for game-maths and distributions, plus multi-objective scheduling methods drawn from academic logistics research.

How we engage

Evidence before estimates.

Scope

Pick 2–3 real tasks, the riskiest assumptions and a measurable demo plan.

Explore

Short prototype on real hardware. Measure latency, drift, failure and recovery.

Gate

Go, change approach or stop — with data and a draft MVP backlog.

Build

Bounded MVP with the studio's art team producing the content.

Collaborate

Have a problem that needs 3D, XR or a smarter pipeline?

Tell us what you're trying to build. We'll come back with the riskiest question and how to test it cheaply.

Limbheim Studio ↗

About Limbheim R&D

A small lab inside a large art studio.

Limbheim Studio is an external art production studio for video games, cartoons and commercials, known for hyper-focused stylized art. Limbheim R&D adds an engineering and science core that connects that craft to software, XR, AI, mechatronics and mathematics.

DB

Daniil Baldouski

VP of Science

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RS

Ryszard Jakub Sandak

VP of Engineering

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D

Derog

VP of Operations & Marketing

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Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident.

  • Lorem ipsum dolor sit amet consectetur
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The studio behind the lab

Limbheim Studio at a glance.

The R&D lab shares people, pipelines and quality bar with the production studio.

Art co-development

Concept, style development, promo art and illustration for stylized projects.

3D production

Characters, props, environments and level art, grooming, handpainted texturing.

Engine & tech art

Unreal (Nanite, MetaHuman), Unity, cel shading, VFX and animation.

Game credits

Case studies include Diablo IV, Dota 2, Eternal Strands and more.

Distributed team

80+ people, executive office in Ajman, UAE, with APAC operations.

Founded 2019

Built around a narrow set of skills done exceptionally well.

How we think

Lab principles.

Measure, don't promise

Latency, drift and failure rates go in the report before any price does.

Art is the product

Content quality decides whether XR and 3D tools get used. We staff it like a game.

Local first

Models and data run on our own hardware where possible — private by default.

Show uncertainty

When tracking or AI confidence drops, the user sees it. No silent guesses.

Work with us

Bring us the problem, not the spec.