Outsource Visual Novel Game Design
- Minerva Art Studio
- May 30
- 6 min read
Updated: Jun 3
Done-for-you visual novel builds — without broken logic, mismatched art, or delays that bury your launch.
You’re not here because you want to become a developer. You’re here because you have a story, a vision, maybe some characters—and no time to figure out how to stitch them into an actual game.
That’s where outsourcing comes in. And not just to anyone. To a team that knows how to take a visual novel from draft to distribution—without dropped files, missed flags, or dead-end routes.
At Minerva Art Studio, we handle the full visual novel pipeline — or just the pieces you’re missing. You can outsource your visual novel game design to a team that’s done it before, line by line, flag by flag, build by build.

Our Services
Each piece of your VN either connects… or it collapses. Here’s how we prevent collapse — using the right people, right systems, and zero fluff.
1. Narrative Mapping and Branching Route Logic
We take your script and build out complete state-based dialogue flows using Unreal Engine Blueprints, structuring routes, flags, and conditions that align with your endings, events, and unlocks.
What this solves: Writers often underestimate logic complexity. We prevent story breaks by visualizing all conditional paths and testing flag behavior with multiple test runs. No floating scenes. No unreachable endings.
2. Character Sprite Design and Integration
Our team designs character art to function within UE Paper2D, or optionally rigged with bone-based animation for Live2D-style movement. Each sprite pack includes multiple expressions, blinking variants, and outfit swaps layered for implementation.
What this solves: Asset packs from marketplaces rarely import cleanly. We design sprites around the engine’s render pipeline — so you don’t waste time debugging alpha channels or flipping orientation inside the engine.
3. Visual Novel UI/UX Setup
Custom-built menus, dialogue boxes, save/load systems, choice windows, route maps, CG galleries — all wired using UMG (Unreal Motion Graphics). Designed to reflect your art and genre, not copied from a template.
What this solves: Most default VNs break UI on mobile or alternate resolutions. We set proper anchor points, adaptive layout scaling, and input mappings for keyboard, mouse, or touchscreen play.
4. Background Art and Scene Asset Creation
We produce backgrounds either hand-painted or built using modular 3D scenes rendered for 2.5D composition. All assets are formatted with Z-order layering to enable depth, camera movement, and post-processing effects in-engine.
What this solves: Flat images limit interaction. Our assets are broken into modular planes for foreground, midground, and background movement — essential for environmental interaction or camera shifts.
5. Choice Logic, Flag Variables, and Story Event Triggers
We wire up every dialogue choice using variable flags, boolean checks, and nested conditions. This allows story branches to react to player input over time, enabling soft-gating, progressive unlocks, and route tracking.
What this solves: “Bad ends” shouldn’t come from broken logic. Every outcome in our structure is testable and documented, with clean labels, category naming, and condition checks for QA.
6. Voice and Audio Implementation
We handle full audio integration — including ambient loops, BGM, SE triggers, and per-line voice acting. Using Sequencer and Sound Cue tools, we time audio to dialogue boxes and story pace.
What this solves: Missing voice sync ruins immersion. We prevent overlap and clipping with exact timing, and use attenuation settings to prevent volume spikes during gameplay transitions.
7. Platform Packaging and Deployment
We compile final builds for Windows, Android, or macOS using UE’s Project Launcher, with correct packaging rules, compressed asset baking, and lighting builds completed. Steam-ready .exe files or Google Play .apk exports available.
What this solves: Publishing crashes are avoidable. We verify build stability, cooking consistency, and asset inclusion before you upload anywhere.
8. Post-Delivery Support and Scene Expansion
Want a new scene next month? A route extension? A seasonal CG? We structure project files with naming conventions, folder hygiene, and modular asset groups — so updates are simple.
What this solves: You’re not stuck after delivery. Every file is named, sorted, and layered for expansion. If you need us again — we don’t have to start over.
Why Outsourcing to Us Works
Average project delivery: 4 to 7 weeks
Common word count handled: 30,000 – 100,000+
Average client-reported asset revisions: under 2 per milestone
Mobile builds shipped: Android (.apk) with under 80 MB footprint for full-featured VN
Script acceptance rate into store platforms: 100% after first QA check
We don’t “try” to build visual novels. We build them.
The Problems We See (And Solve)
Most visual novel projects fail for one reason: fragmentation. A writer hires an artist. The art doesn’t match the UI. The developer can’t import the sprites. The logic fails. The deadlines blow up.
Here’s what we fix:
Problem | How We Solve It |
Characters don’t match game format | We design Unreal-ready sprites (rigged, layered, and formatted for UE imports) |
Broken route logic | We wire every outcome using state machines and conditional triggers |
UI clashes with assets | Our UI is custom-built to match the art, fonts, and story tone |
Delayed builds | We set a timeline, then stick to it — no scope drift, no vague “we’re working on it” |
Final build errors | We package and test in .exe/.apk builds, pre-configured for upload |
What You Actually Get When You Outsource to Us
One studio handling the entire workflow (story > assets > build)
A single quote based on your word count, asset count, and features
Visual novel built in Unreal Engine, not a slideshow in a template
Playable game files, tested and ready for platforms like Steam, itch.io, or Android
Project files included, so you can update it later (or hire us again to do it)
Who This Service Is For
You're the writer, the publisher, or the team lead—not the developer. You need someone to build the thing so players can actually play it.
This is for:
Indie creators who’ve written their story and don’t want it to sit in Google Docs forever
Studios or publishers looking to scale VN production without adding in-house teams
IP holders who want to turn existing characters or comics into playable visual content
Teams with scattered assets who need someone to tie it all together
Metrics That Matter
Clients who outsourced their VN design to us:
Cut their production time by 40–60%
Released their games in 5–8 weeks, instead of sitting unfinished for months
Got acceptance into Steam and mobile stores on the first submission
Reported fewer than 2 post-delivery fixes per project
When things are planned and built correctly, the drama stays in the story — not the process.
What We Need From You
We don’t start with a blank stare. We start with:
Your script draft (even rough is fine)
Notes on your character types, tone, genre
Any reference images you like
Your target length, platform, and launch goals
That’s it.
You don’t need a GDD. You don’t need a budget pitch deck. Just your vision — we’ll take it from there.
Schedule a consultation — we’ll break down your idea into a quote and a timeline that works.
What Happens After You Outsource
We build a project scope based on your content
You approve it, and we set your milestones
We get to work — design, test, assemble, export
You receive a playable visual novel, formatted, packaged, and ready to release
Optional: Add-on updates or extra scenes handled by request
We’ve built horror VNs, romance VNs, sci-fi routes, comedic shorts, and multi-ending titles. We know what breaks projects — and we don’t let it happen.
FAQs
Q1: Can I outsource just the Blueprint logic if I already have art and script?
Yes. We offer implementation-only services where we structure and wire all your dialogue, triggers, and conditions inside UE.
Q2: Can I request a character gallery and unlock tracker tied to flags?
Yes. We set up gallery screens and CG unlocks based on in-game events using variable checks and route conditions.
Q3: Do you support resolution switching for multi-platform release?
Yes. We build adaptive UI layouts that auto-scale and shift for desktop, tablet, and mobile dimensions.
Q4: Can I send you my Ren'Py or Twine script for conversion?
Yes. We extract route flow, map your logic, and restructure your dialogue into UE-compatible formats.
Q5: Is voice sync done per line or per scene?
Both. We can wire per-line voice timing or use sequencer for scene-wide timing with transitions and audio cues.
Q6: Do you deliver project source files?
Yes. You’ll get the full .uproject, asset folders, and all required materials — organized for easy updates or handoff.
Q7: Can I later add Steam achievements or cloud saves?
Yes. We structure save systems using UE's SaveGame object so they can integrate with Steam's subsystem if required.
You’ve Built Enough Alone
If you’ve already hit the wall, the next logical move is to hand it to someone who knows how to finish what you started — without wrecking your story.
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