Rio di Aremo
This is our biggest piece yet, originally created as a graduation project. It’s a fully realized game scene set in the old western town of Rio di Aremo. The goal was to capture the atmosphere of a classic frontier town with a high level of detail and historical inspiration. The scene includes both exteriors and interiors, offering an immersive environment that feels alive and authentic.
The project features a massive custom-built asset library of over 500 unique 3D models, all handcrafted for this scene. From buildings and furniture to small props and environmental details, everything was designed to fit the western aesthetic and maintain consistency throughout the entire town.
We're currently developing a web application that allows users to freely explore Rio di Aremo in real-time. The app will let you walk around the city, look inside buildings, and experience the full scope of the project from any device. It’s an interactive way to showcase our work and give people a deeper connection with the world we’ve created.
Easter bunny
This project is a stylized Easter animation that combines hand-drawn elements with 3D animation. The visual style was created in Krita, where the backgrounds and characters were illustrated. The animation was then brought to life in Blender, blending the painted textures with subtle lighting and movement to create a gentle forest scene featuring a cute bunny. The result is a poetic, visually charming clip that captures the spirit of spring.
Anniversary
For this project, we had the unique opportunity to collaborate with our school to create graphics and animations for a theatre play celebrating the 40th anniversary of the school. It was an interesting and dynamic experience, working closely with teachers and fellow students. The project required us to be flexible and adapt quickly, as both the play and the requirements were constantly changing. Despite the challenges, it was incredibly rewarding to see our work come to life on stage, contributing to such a significant event for the school.
Trash Earth
This project features a stylized, Playdoh-like animation created in Blender, where the planet Earth gradually fills with trash. The piece was designed to raise awareness about pollution and environmental issues, using a simple yet impactful visual approach. It was our submission for a competition hosted by an anthropology faculty, and we were thrilled to take 2nd place! The process allowed us to experiment with a unique art style while conveying an important message, and we’re proud of how the animation turned out.
Treasure island
This project features a small island with a single palm tree, a bush, and a treasure chest, all brought to life in an animation where a coconut falls from the palm. It marked a significant step in our animation journey, as it was our first attempt at semi-realistic animation. We had the opportunity to dive deeper into animation techniques, especially learning the intricacies of water simulation to create realistic waves around the island. The process was a great way for us to refine our skills, and it remains a favorite as we continue to experiment with more complex animations.
Snowman factory
This was our first collaborative animation — a winter/Christmas-themed looping scene set in a whimsical snowman factory. Created entirely in Blender, it features a stylized assembly line where snowmen are built piece by piece. This animation marked the beginning of our creative journey and essentially formed Arem Graphics as we know it today.
Pokemon workshop
Our very first project was a static render created in Blender, and it’s a piece we’re particularly proud of. Initially conceived as a submission for our school’s PF 2024 post, it ended up not being selected — but that didn’t take away from the experience. We poured hours into modeling a variety of assets, refining every detail, and experimenting with new techniques. The creative process was a blast, and it sparked a passion for more. This project became a turning point for us, pushing us to keep creating and exploring new possibilities in 3D design.
Why do it simply, when there's the harder way.