About
A small studio that ships real, usable assets
Karamai Studios is an independent digital asset studio. Since 2017 we've been building game-ready content for Unreal Engine developers — the kind of assets we wanted to buy ourselves.
Karamai started the way most asset studios do: mid-project, staring at a night sky that looked like a flat texture, and deciding to fix it properly. That fix became Aurora Borealis. The 3D-text blueprint that came out of a menu prototype became ZText. The sandbags, barbed wire and tank barriers came from military scenes that needed props that could survive a camera pushed up close.
Everything that made it to the store follows the same rules. It has to be optimized — real LODs, clean collision, sensible texture budgets. It has to be tweakable — exposed parameters and commented blueprints instead of a black box. And it has to be supported — when you write in, the person who built the asset answers.
What we make
Today the catalog covers four corners of game production: 3D props and VFX (northern lights, sandbag fortifications, tank barriers, barbed wire), gameplay systems (3D text rendering, a greyboxing kit for level design, a synthetic-voice builder), and audio (announcer voice packs and original music). All of it ships on Fab, Epic's marketplace for Unreal Engine content.
Why buy from an indie?
Because you can talk to the maker. Feature requests, edge cases, weird scale problems — they don't disappear into a ticket queue. Nine out of ten Karamai products are rated five stars, and every review has shaped what got fixed and what came next. When you buy an asset here, you're also voting on what gets built next.
How it's made
Built inside Unreal, for Unreal
Every asset is authored, tested and re-tested inside the engine it ships for — not exported from another pipeline and hoped for the best. The screenshot above is Aurora Borealis mid-build: spline curves driving light ribbons that end users can grab, twist and recolor without touching a shader.
That editor-first approach is why the packs behave predictably in real scenes — and why the parameters you're meant to touch are commented, grouped and safe to change.
Get in touch
Questions about an asset, a licensing question, or an idea for something we should build next?
Contact the studio