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      Miasma Chronicles sci-fi weapons and environment assets by Nasty Rodent – tactical RPG

      Tactics & Strategy Game Art Studio

      Every tile tells
      the player something

      Weapons, props, vehicles and environment assets for tactics and strategy games – production art from Mutant Year Zero: Road to Eden, Miasma Chronicles and Corruption 2029.

      Request a Quote
      MISSION: TACTICS ART Request a Quote
      Tactics & Strategy

      01 · The Genre

      3 released tactics titles

      Tactics & Strategy
      Games

      Tactics and strategy games ask players to make decisions at different scales. Strategy games usually work with broad systems – territory, resources, production or army composition. Tactics games zoom in on a single encounter, where positioning, line of sight, cover, initiative or action economy can shape every turn.

      For art, that shifts the brief. In many tactics games a crate, a wall or a wrecked vehicle also carries gameplay information – cover, traversal, blocked line of sight or walkable space – so its shape has to communicate that role. How readable an asset must be depends on the camera: how high it sits, how far it zooms and whether the game cuts to close-ups. A long campaign keeps players on the same art set for many hours, so consistency becomes a production requirement.

      Art for tactics & strategy: weapons · cover props · vehicles · environment kits · characters & creatures

      SUBGENRE 01

      Turn-Based Tactics

      Squad against squad, one action at a time. Position, line of sight and cover usually decide the outcome, so many objects on the map have a gameplay role as well as a visual one.

      Art priority: props whose role reads at a glance, weapons recognizable at map distance, set dressing that keeps the board clear

      Example: Corruption 2029 – a squad of four in turn-based battles

      SUBGENRE 02

      Tactical RPG

      Turn-based combat wrapped in a story, named characters and progression. Gear carries the narrative here, so weapons and outfits need identity, not only function.

      Art priority: hero weapons, character and creature designs, story locations

      Example: Miasma Chronicles – tactical role-playing with skill trees

      SUBGENRE 03

      Stealth-Tactics Hybrid

      Real-time exploration until the first shot, then turns. Players scout, split the squad and set ambushes, so one map must work at walking pace and as a tactical board.

      Art priority: environments that read in both modes, props that double as cover

      Example: Mutant Year Zero: Road to Eden – real-time stealth, turn-based combat

      SUBGENRE 04

      Strategy · RTS · 4X

      Armies, bases or whole regions, often seen from far above with many units at once. Unit types and buildings need to stay recognizable at small on-screen sizes, and their function should read before the player opens a tooltip.

      Art priority: unit and vehicle sets, modular building kits, per-unit technical budgets

      Our shipped work is squad tactics. What carries over to strategy: vehicles, weapons, props and modular kits

      Making a real-time tactical shooter instead?

      See our tactical & FPS shooter game art

      02 · Platforms

      Where Tactics Games Ship

      Tactics and strategy grew up on PC, where a mouse and a large monitor suit a top-down board. The genre now launches on PlayStation, Xbox and Nintendo Switch as well, so the same battlefield has to read at arm's length on a monitor and across the room on a TV.

      steam pc

      PC & Steam

      PC players may view the battlefield at high resolutions and from a close viewing distance, which makes texture consistency and asset detail especially visible.

      On PC

      Mutant Year Zero: Road to Eden · Miasma Chronicles · Corruption 2029

      ps xbox

      PlayStation · Xbox

      Controller play and couch distance. Silhouette and contrast often matter more than fine surface detail, and asset budgets follow the memory targets agreed at the brief.

      On console

      Mutant Year Zero: Road to Eden (PS4, Xbox One) · Miasma Chronicles (PS5, Xbox Series X|S)

      switch

      Nintendo Switch

      Handheld screens with tighter performance and memory constraints. The art has to stay readable on a small screen within those limits.

      On Switch

      Mutant Year Zero: Road to Eden

      Engine image · Miasma Chronicles sci-fi building

      03 · Engine

      Unreal Engine

      3 of 3tactics games with our art
      run on Unreal Engine
      2on Unreal
      Engine 4
      6release platforms across
      the three games

      Every tactics title we have shipped art for runs on Unreal Engine. Assets are delivered to the scale, naming and technical specification agreed at the brief and verified in-engine ahead of delivery, ready for your build rather than a cleanup queue.

      Mutant Year Zero: Road to Eden: UE4 · Corruption 2029: UE4 · Miasma Chronicles: Unreal Engine

      04 · Studios

      Who We Build Tactics Games For

      Tactics campaigns can require large, repeatable asset libraries across weapons, cover props, environments and characters. The right outsourcing setup depends on where the project is in production and how much of that scope your internal team wants to own.

      Studio What you need Typical scope How we plug in
      Independent tactics studios Art capacity for a whole campaign without growing the core team Weapon arsenals, cover prop libraries, environment kits A dedicated team under our art director
      Teams on a sequel or follow-up title The same visual standard from one release to the next New weapons, props and locations in an established style A long-term partner working to your art bible
      First-time tactics and strategy teams One playable mission that sells the game's look to a publisher A mission map, the squad's weapons, key props A fixed-scope pilot, then production

      05 · How We Work

      Direct, Subcontract
      or Part of Your Team

      Tactics productions run in long stretches – a campaign, then expansions, then the next title. Choose the setup for the stretch you are in – it can change as the project does.

      01

      Direct Engagement

      You hand over an asset list – the arsenal, a biome, a vehicle pool – and we run it end to end, with an art director and a project manager on our side reporting to you.

      02

      Subcontract (White-Label)

      For co-development partners and lead studios: we produce under your brand and your NDA, and the delivery goes out in your name.

      Discuss a white-label project
      03

      Team Extension

      Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.

      04

      Sequel & Expansion Content

      When the base game ships, the next mission pack or follow-up title needs art that sits beside what players already know. We build new content to the established style instead of reinventing it.

      06 · Cases

      Tactics Games With Our Art

      Three released tactics games, one developer: we have produced art for The Bearded Ladies across Mutant Year Zero: Road to Eden, Corruption 2029 and Miasma Chronicles.

      Mutant Year Zero: Road to Eden weapons, props and environment assets by Nasty Rodent
      CASE 01
      01

      Mutant Year Zero: Road to Eden

      Turn-based tactics with real-time stealth exploration by The Bearded Ladies, set in a post-apocalyptic Zone. We delivered weapons, props and environment assets, along with characters and creatures for the game.

      3D weapons · 3D props · 3D environment · characters & creatures View the Mutant Year Zero case
      Corruption 2029 realistic military vehicle and weapon 3D art by Nasty Rodent
      CASE 02
      02

      Corruption 2029

      Hardcore turn-based tactics by The Bearded Ladies – a squad of four in a war-torn, dystopian America. We produced realistic vehicles and weapons, plus props for the game.

      3D vehicles · 3D weapons · 3D props View the Corruption 2029 case
      Miasma Chronicles sci-fi weapons and environment assets by Nasty Rodent – tactical RPG
      CASE 03
      03

      Miasma Chronicles

      Tactical RPG by The Bearded Ladies, published by 505 Games, set in a post-apocalyptic America reshaped by the Miasma. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case

      FAQ's: Tactics & Strategy Art

      What art does a tactics game need from an outsourcing studio?

      arrow
      Mostly what a squad fights with and around: weapons, cover props, vehicles and environment assets, plus characters and creatures for the cast. We delivered that mix across Mutant Year Zero: Road to Eden, Corruption 2029 and Miasma Chronicles – weapons and props on all three, environments on two, vehicles on Corruption 2029.

      How do you keep assets readable from a top-down or isometric camera?

      arrow
      Readability starts from your camera, not from a generic rule. At the brief we fix the camera height, zoom range and any close-up shots, then set silhouette, contrast and detail hierarchy so each asset's role reads at the distances your players actually see it.

      Can props be built to work as cover and gameplay objects?

      arrow
      Yes. We build gameplay props to the project's agreed scale and technical specification. Where an object works as cover, an obstacle or an interactive asset, its collision, pivots and gameplay states follow the rules your design and technical teams define.

      Can you keep the look consistent across a sequel or a long campaign?

      arrow
      Yes. We have produced art for The Bearded Ladies across three titles – Mutant Year Zero: Road to Eden, Corruption 2029 and Miasma Chronicles. For a sequel or a long campaign, each batch is built to the established art bible and reference set, so new content fits next to what players already know.

      Can you support strategy games, not only squad tactics?

      arrow
      Yes, where our production experience applies – vehicles, weapons, props and modular environment kits. Our published shipped examples are squad-tactics titles, so for a broader strategy project we first calibrate the visual and technical target on one initial asset or kit before scaling up.

      How do I get an estimate for my tactics or strategy game?

      arrow
      Email sales@nastyrodent.com – or fill in the form on this page – with your mission or map list, the squad or unit roster, the arsenal, and your engine and platforms. A spreadsheet of asset names is enough to begin; our questions or a first estimate come back within 1–2 business days.

      Planning
      a Tactics or Strategy Game?

      Tell us about your campaign – the squad, the arsenal, the maps and the platforms you ship on. Expect our questions and a draft scope inside 1–2 business days.

        Your name* Work email *
        Phone / WhatsApp Company / Website
        Tell us about your project*
        Asset type, style, scope, deadline, engine, references — anything that helps us prepare an estimate.
        * Required fields
        ⊙We usually reply within 1–2 business days
        • Transparent pricing
        • Honest feedback
        • No hidden costs - ever
        Military UAV drone 3D model with wing-mounted missiles