Creative
Visuals, interfaces and motion, led by Riccardo.
Riccardo Trevisan shapes how FREDD's work looks and moves: 3D characters and worlds, visual design, UI/UX and animation. The pieces on this page are from the studio's own games.
Enquiries go to Riccardo.

Four disciplines, one eye.
The 3D work is what we can show here. The interfaces and motion live inside the games and their site, stupidmonkeys.io.
- 3D characters and worlds
- Modelling, texturing, lighting and rendering for games and key art.
- Visual design
- Brand, illustration and the look of a product, from first mood board to final asset.
- Interfaces
- UI and UX for games, apps and websites, designed alongside the engineering.
- Motion
- Animation for characters, interfaces and brand, timed to feel right in the hand.
Realm Hero classes
One base character, modelled and textured once, with a weapon and stance per class.

Warrior

Magician

Archer

Lancer
Worlds and key art
Composition, lighting and set dressing for the games.


Clan emblems
Bronze reliefs for the StupidMonkeys clans, each built around the same face.

Drummer 
Master 
Raver 
Shinto
Closer
Material, fur and costume work at portrait distance.

Armour close-up 
Banana baby
Rough first, then finish.
You see the shape of the work before the detail goes in, so changes happen while they are cheap.
01
Brief and references
What the piece is for, where it will live, the references you like and the deadline.
A one-page brief we both sign off
02
Blockout, wireframe or animatic
The rough version first: proportions, layout or timing, with no detail to get attached to.
A rough you can react to in days
03
Finish and deliver
Final modelling, design or animation, then the files in the formats the brief asked for.
Final files, source included
File formats, rigging and polycount targets are agreed per project in the brief.
Making a game, a brand or an interface?
Tell Riccardo what it is for and when you need it. Engineering enquiries go to Francesco through the intro call.