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
Stylized vs Realistic 3D Production: What Actually Drives Your Team, Schedule, and Cost
Stylized vs realistic 3D production is usually framed as a fixed team-structure question, but the honest answer is that style alone does not determine who you need to hire. A producer who assumes “realistic” automatically means a hard-surface-heavy team, or “stylized” automatically means a concept-heavy one, is scoping against a stereotype rather than the asset […]
18.09.2026
Inside the Game Production Pipeline: What Changes From Pre-Production to Live Ops
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game production pipeline is the sequence of phases a project moves through from an early concept to a live, updated product, and studios name and slice those phases differently. For this […]
17.09.2026
What a Mood Board Actually Does in Game Production
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A mood board in game production is a curated set of visual references, narrowed down from a much wider pool, that helps establish or refine a visual direction – tone, palette logic, […]
16.09.2026
Finding the Friction Points a Game UX Audit Is Supposed to Catch
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” A game UX audit is a structured review of a shipped game or a playable build that identifies specific friction points – moments where the interface or interaction design creates confusion, wasted […]
15.09.2026
Wireframe to Production-Ready Files: The Full Game UI Design Process
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” The game UI design process is the sequence that turns an interface requirement into something a team can actually build – it moves from a wireframe (structure and flow, no visual polish) […]
14.09.2026
Unity URP vs HDRP: Choosing Render Pipeline
“Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or official software screenshot unless stated otherwise.” Choosing between Unity’s two render pipelines used to be a straightforward feature trade-off: URP for reach, HDRP for fidelity, both actively developed, pick based on your platform target. That framing stopped being […]
11.09.2026
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