VENXUN LABS

HELLO πŸ‘‹

We're the people
behind the polygons.

The rest of this website is very composed. It talks about divisions and refinement and it keeps a straight face throughout. This page is where we admit the truth: we're a room full of nerds who never got over the first time a cube turned into a character.

Two colleagues pair-programming and laughing
the eternal β€œit works on my machine”
An artist sculpting a creature on a pen display
Wed 14:20 β€” creature, take nine
An artist showing two children how to model in 3D
Saturday club. They made a house.

HOW WE GOT HERE

It started with two people and a very slow render.

Venxun Labs began in 2017 in a flat in South London, with two friends, one overheating desktop, and a contract we were probably underqualified for. We delivered it. Then someone told someone, and that has essentially been our entire marketing strategy ever since.

Nine years later there are more than a hundred and forty of us β€” modellers, riggers, engineers, concept artists, technical directors, and a producer who keeps us honest about Fridays. We've built worlds for studios you've heard of and for studios you'll hear of soon. We're still the same two people at heart, just with better cooling.

We're an outsourcing studio, which is a slightly cold word for what actually happens: someone brings us something they love and can't finish, and we help finish it. That's the job. It's a good one.

WHAT WE ACTUALLY BELIEVE

Four things, and we mean them.

Open beats clever

We share our tools, our rigs and our mistakes. Half our pipeline is built on free and open software, and we send fixes back upstream. Nobody here has ever been made smaller for asking a basic question.

Teach it forward

Every other Saturday the studio fills with kids aged 9–15 who leave having built something that spins. It's free, it always will be, and it's the best thing on our calendar.

Crunch is a bug

If a deadline needs someone's weekend, we quoted it wrong β€” and that's our problem to fix, not yours to absorb. We schedule for humans who'd like to see their families.

Say the real thing

If a scope worries us, you'll know on day one, not in week nine. Awkward early conversations are cheaper than heroic late ones. We'd rather lose the job than oversell it.

THE WALL BY THE KITCHEN

Nobody posed for any of these.

Someone keeps a camera by the coffee machine. This is what it catches.

Team sketching a level on a whiteboard
level review, or an argument about a door
Hands on a keyboard, wireframe on screen
topology, hour four, coffee three
An animator leaning back, smiling at a rig
the rig finally behaved
A mentor helping a child model in 3D
she picked it up faster than we did
The team laughing around the kitchen table at lunch
lunch, allegedly thirty minutes

Two of us started this in a flat with one computer.

Now the Saturday kids club has a waiting list.

the short version

WE'RE HIRING πŸŽ‰

Fancy being in the next photo?

Nine roles are open right now β€” artists, engineers, a producer, a paid junior programme, and mentors for the Saturday club. Portfolio over CV. Test tasks always paid.

See the open roles

US, IN NUMBERS

A large team that still knows each other's names.

Come and say hello.

Bring a brief, a half-finished idea, or a question you think is too small. A human replies β€” usually within a day or two, and never with a template.

P.S. β€” WE READ EVERY ONE. YES, EVEN THAT ONE.