Case Study: Shiba Story Go! · 60+ Characters on a Weekly Cadence | EXYZ.Studio Skip to content
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Shiba Story Go!

One team, one pipeline, twelve months: from defining the art style to shipping the ads that sold it.

12 mo

Engagement

60+

Characters & bosses

8+

Levels & environments

500+

UA creatives

Weekly

Delivery cadence

Client: Proof of Play · Genre: roguelike RPG · Scope: art direction support, character & environment art, Spine animation, trailer, UA campaign creatives.

[THE BRIEF]

Proof of Play needed an art partner that could help define the visual style of Shiba Story Go!, ship a growing cast of enemies and bosses on a fixed weekly rhythm, and then turn the same assets into a trailer and a steady stream of UA creatives, without a second vendor and without the style drifting between game and ads.

[HOW A WEEK LOOKED]

Monday

Kickoff call across time zones: this week's character list, priorities, references locked. Daily written updates start.

Tue – Wed

Sketches and silhouettes in the shared tracker. Art Director comments in-thread; revisions turned same day.

Thursday

Finals, Spine rigs and idle / attack / hit sets. Atlases exported for the engine.

Friday

Weekly drop with sources. Approved characters move to the creative team for the next UA batch.

[WHAT SHIPPED]

Characters & bosses
Levels & environments
Spine animation
Trailer & UA creatives · click to play
See the artSee the creatives

[IN THEIR WORDS]

“They played a key role in defining the game's art style, including many of the enemy designs, and also produced ad creative for our user acquisition campaigns.”
William Schmitt · Head of Studio, Proof of Play
“Everything from characters and environments to cinematics, trailers, and full ad campaigns.”
Aaron B. Murray · Sr. Art Director, Proof of Play
“Daily updates on the status of assets. We rarely lost time despite the time difference.”
Colin Magerle · Associate Producer, Proof of Play

[WHAT WE WOULD DO DIFFERENTLY]

  • Lock the style guide in writing in week one, not week three. Every later character would have cost one round less.
  • Start UA hooks the same week the first three characters were approved, instead of waiting for the trailer. Creatives die in nine days; the pipeline should start early.
  • Track creative test results next to the asset tracker from day one, so art decisions can be informed by what converts.

Want a weekly cadence like this on your game?

Start with a Style Match Test: one character in your style, five days, free if we miss.

Next available start: October 6

Zero-risk start. Pilots are fixed-price and fixed-date. Miss the style, you don't pay. Miss a network spec, we fix it free. Retainers cancel monthly. Sources are yours from day one.