Blog
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
Website Update: Improved Portfolio & Presentation Experience
By Nasty Rodent | Game Art Outsourcing Studio We’ve updated our website and presentation materials to make navigation clearer and reduce the time needed to find relevant examples. 🔻 Video Overview The video highlights the key changes and shows how the updated structure improves the overall browsing experience. 🔻 Key Updates 🔻 Portfolio Structure Update […]
08.04.2026
Stylized Game Art Outsourcing & Asset Production | Nasty Rodent
Nasty Rodent produces stylized 3D game assets for mobile & PC F2P titles. Full-cycle pipeline, no visual drift, production-ready delivery. See our stylized reel.
18.03.2026
Welcome to Nasty Rodent Blog
We’re excited to launch the official Nasty Rodent Blog – a space where we share insights, behind-the-scenes stories, and practical tips from the world of game development and art outsourcing. Here, you’ll find articles about how 3D environments, weapons, characters, and concept art are created, what tools we use, and which workflows help us maintain […]
12.11.2025
Composition in Concept Art: Production Standards for Game Teams
Concept art composition decides whether a scene reads at a glance, and for environment concepts in games it also decides what camera, level and shot design inherit. Composition in concept art is easy to approve as a good-looking picture and easy to lose in the blockout, when the focal point turns out to depend on […]
28.10.2026
Playtesting and Heatmaps: Validating Game UX With Data
Game UX playtesting can show where players hesitate, and heatmaps can show where they tap, click or look, but neither tells you by itself which interface change to make. This guide covers the step in between: what each kind of evidence shows, how to prepare a test, what to record and how to turn findings […]
27.10.2026
Environment Kitbashing for Games: Speed Without Visible Repetition
Environment kitbashing for games can speed up the move from an approved blockout to a dressed location by reusing existing meshes and parts. The risk is that reused parts return as the same stair, panel or prop group along the player’s route. This guide covers assembling kitbashed locations and reviewing them under real play conditions, […]
26.10.2026
Migrating Art from Unity to Unreal Engine 5: What Has to Be Rebuilt
A Unity to Unreal migration can reuse meshes, textures and supported animation data, but a successful import does not preserve the game’s approved appearance or behavior. Plan separately for data transfer, conversion and validation, and for rebuilding engine-specific shaders, effects and scene systems in Unreal Engine 5. “Editorial illustration created for visual reference purposes. It […]
23.10.2026
Character Variation Systems: Skins, Gear and Modular Meshes
A modular character system supports outfit and equipment changes by reusing compatible bodies, parts and production rules. The work grows when a new jacket exposes a body region that was removed, a helmet conflicts with hair, or a new body shape no longer fits the approved gear. “Editorial illustration created for visual reference purposes. It […]
22.10.2026
3D Vehicles for Games: Modularity, Damage States and Interiors
3D vehicles for games can grow in scope when interactions are discovered after the exterior is approved: the player opens a rear hatch, a mission needs a burnt-out hull, or several factions need distinct looks. Each can affect geometry, materials and integration beyond the original model. “Editorial illustration created for visual reference purposes. It does […]
21.10.2026
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