Sonduku Studio
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Boutique game art studio

Interfaces players can read. Worlds they remember.

Sonduku Studio is the practice of Gabriel Daniel Cristea — game UI/UX architecture, atmospheric environment illustration and technical 3D pipelines, authored end-to-end and handed off production-ready.

  • Game UI/UX
  • Environment art
  • 3D props & rigs
  • Technical art
Initialising pipeline…
Sonduku asset vault
Live scan
Warming up
Drag to orbit
Wireframe → surface → texture · real-time WebGL Specimens 01–03 / 04
Selected work

Seven productions, four disciplines, one hand.

Each project below is shown the way it was delivered: the interface system, the art, and the production assets behind it — with the brief in mind and the player in front of it.

Full project index
Capabilities

What the studio is actually hired to do.

Four disciplines that share one pipeline. Most engagements start with an interface problem and end with a folder of engine-ready assets and layered source files.

01

Game UI/UX architecture

Interface systems designed around the actual play loop — HUDs, menus, inventories, progression screens and the design language that holds them together. Built as reusable component kits, not one-off mockups.

HUD systemsComponent kits Responsive layoutsAnimated UI
02

2D art & environment illustration

Atmospheric scenes, dialogue backdrops, world maps and icon systems. Mixed traditional media language — watercolour, ink, linocut — authored to sit coherently inside a single game palette.

Environment platesWorld maps Icon systemsConcept art
03

3D props, rigging & animation

Gameplay props modelled, UV'd and surfaced with PBR sets, then rigged and keyframed for interaction. Delivered in the format the team actually imports — GLB, FBX, whatever the pipeline wants.

Prop modellingPBR authoring RiggingAnimation curves
04

Technical art & production assets

The unglamorous half that makes the art work in-engine: province bitmaps with flat RGB encoding, region data, pixel-exact registration between art layers, export QA and handoff documentation.

Engine dataExport QA Layer registrationHandoff docs
Process

The same four stages, every engagement.

It mirrors how the studio presents its own 3D work: establish the structure, build the surface, then hand over something the team can actually ship.

01 / WIREFRAME

Recon & structure

Brief, references and pipeline constraints. The play loop is mapped before a single visual decision is made, and the information hierarchy is settled in plain wireframe.

02 / CLAY

Direction & language

Material studies, palette and framing proposed as a reusable language — frames, buttons, icons and typography that scale across every screen in the game.

03 / TEXTURE

Production surface

Full-fidelity art: painted environments, layered UI assets, PBR texture sets, rigged props and animation. Reviewed in motion, not just as stills.

04 / HANDOFF

Export & delivery

Engine-ready exports, layering conventions, naming standards and iteration on real import feedback until the assets simply drop in.

07
Productions delivered
04
Disciplines in-house
179,597
Authored triangles in live specimens
100%
Layered source & export handoff
The studio

Small on purpose, accountable end to end.

Sonduku Studio works on direct inquiry and referral. No account layer, no handoff to an anonymous bench — the artist who pitches the direction is the artist who paints it.

Gabriel Daniel Cristea — founder, Sonduku Studio
Gabriel Daniel Cristea — Founder & Lead Artist
High-fidelity character render
Atmospheric colour and lighting study
Practice

A game art practice built around interface legibility, tactile material craft and clean handoff.

The work spans medieval tavern interfaces, gothic dark-fantasy menus, hand-painted botanical worlds and technical grand-strategy maps. Different genres, one rule: an asset is finished when a player can read it instantly in play and a developer can drop it straight into the build.

Lead discipline Game UI/UX architecture & art direction
Also delivers Environment illustration · icon systems · 3D props, rigs & animation · map and technical art
Handoff formats Layered source files · PNG / WebP exports · GLB & FBX · PBR texture sets · engine colour data
Working style Direct with the art lead from brief to final QA — no intermediary layer
Status Available for lead UI/UX, contract and studio projects — 2026

The full portfolio, layered source files and credentials are shared on direct request. Reach out with the project, the platform and where the art needs to land.

Contact

Building something that
needs to look like it belongs.

Send the project, the platform and the rough shape of the deliverable. You'll get back a direct read on scope, pipeline and where the art should land.