The First Peak, a Chengdu-based game art and co-development studio, announces participation at Tokyo Game Show 2025 (TGS 2025) with a curation of recent works. The focus is on asset production quality, visual development flexibility, and integration experience into global pipelines. The cross-stylized to realistic portfolio is a testament to the team's capacity to support diverse genres and modern gameplay needs.
Brief profile and team capabilities
The First Peak operates five specialized departments: Character, Environment, Hard Surface, Full Map, and Animation. This structure facilitates production orchestration from high-poly sculpt, retopo, UV, texturing, rigging, to in-engine integration.
Collaborative workflow prioritizes quality control, art direction consistency, and revision efficiency. Experience with popular toolchains, Unreal/Unity compatibility, and an understanding of console and PC platform constraints help speed up iterations without sacrificing technical quality.
Track record on AAA/AA IP
The First Peak's portfolio includes contributions to Delta Force, Assassin's Creed, Dying Light, Diablo IV, Ready or Not, and Borderlands. This cross-title experience shows a deep understanding of large-scale pipeline needs and technical requirements such as LOD, texel density, shader atlas, collision, and optimization for stable frame rates. The production process also pays attention to kitbash consistency, modularity for Environment, and batch division that minimizes bottlenecks in daily reviews.
TGS 2025: what it will bring
Visitors to TGS 2025 had the opportunity to see a showcase of hero-quality assets, props, modular environment sets, and Animation footage highlighting end-to-end workflows. Presentation materials are designed to be publisher- and developer-friendly for co-development partners looking for production scaling, internal load reduction, and vertical slice to content lock milestone acceleration. Booths will provide pipeline overviews, sample handoff documentation, and version control integration best practices to maintain build stability during tight sprints.
Global collaboration and next steps
The First Peak is accustomed to working across time zones and the use of NDAs, with documentation standardized for easy remote collaboration. The partner onboarding process includes a kick-off art bible, target PBR definition, and technical checklist for the engine. Regular communication through scheduled reviews and written feedback maintained clarity on artistic and technical decisions. This approach helps partner teams maintain focus on the gameplay core, AI, physics, and other systems, while asset production stabilizes.
Contacts for meetings during TGS are open to publishers, developers, and studios that require ongoing production support or burst capacity ahead of milestones. A condensed version of portfolio materials is available upon request for initial assessment needs. Direct communication routes are recommended for parties wishing to evaluate pipeline suitability and quality criteria before entering the pilot phase.
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TOKYO GAME SHOW is one of the world's largest game shows organized by the Computer Entertainment Supplier's Association (CESA) and co-organizers Nikkei Business Publications, Inc. and DENTSU INC. TGS has become the premier platform for game industry players to showcase their latest innovations and technologies.
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