
Every creature starts as a concept. We sketch and sculpt options before touching a computer, because a wrong silhouette costs more to fix at the animation stage than at the drawing stage.
From there it's a full pipeline: 3D modeling to build the form, rigging to give it a skeleton that moves the way that anatomy should, animation to give it intent, and simulation for fur, skin, muscle, whatever the surface needs to sell weight and life.
Some of what we build is pure invention. Give a monster real anatomy, real weight, real behavior, and it reads as something that belongs in your world, even if nothing like it has ever existed. Other work is the opposite problem: match a real animal so precisely that nobody clocks it as CG at all. Different goals, same discipline. Get the details right and the audience stops asking questions.