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      UH-1H Huey helicopters from Squad – military vehicle 3D art by Nasty Rodent

      Extraction & Battle Royale Shooter Art Studio

      Loot worth
      fighting for

      Weapons, loot props, vehicles and environments for extraction and battle royale shooters – built on shooter production from Squad, Starship Troopers: Extermination and La Quimera.

      Request a Quote
      MISSION: EXTRACTION & BATTLE ROYALE ART Request a Quote
      Shotgun loot weapon 3D model for extraction shooters – weapon art by Nasty Rodent

      01 · The Genre

      Extraction & battle royale

      Extraction & Battle Royale Shooters

      Extraction and battle royale shooters are multiplayer games built around high-stakes matches. In an extraction shooter, players loot a map and must reach an exit to keep their gear; in a battle royale, many players start with almost nothing and fight until one player or team is left. Both reward readable loot and maps worth replaying.

      For art, loot is the product in both: players scan a pile of items in a second and decide what to grab, so every weapon, container and consumable needs a distinct shape and a clear tier. Beyond that the two diverge. Extraction maps are small, replayed and studied, while battle royale maps are vast and recognized from the air. The table below shows how the brief changes.

      Art for extraction & battle royale: weapons · loot props · vehicles · environments · skin concepts

      SUBGENRE 01

      Hardcore Extraction

      Realistic firearms and a real cost to dying. Players know the hardware and inspect it closely, so weapons and gear have to hold up.

      Art priority: realistic weapons, ammo and gear sets, dense interiors

      Genre example: Arena Breakout: Infinite – first-person extraction shooter on PC

      SUBGENRE 02

      PvPvE Sci-Fi Extraction

      Raids on maps shared with AI enemies and other players. The world has its own technology and threats, so enemies, weapons and loot belong to one invented universe.

      Art priority: enemy and machine designs, sci-fi weapons and loot, maps with several routes to the exit

      Genre example: ARC Raiders – third-person extraction shooter

      SUBGENRE 03

      Battle Royale

      Dozens of players on one large map, with loot scattered across towns, compounds and wilderness. Landmarks guide the player, and performance is part of the art brief.

      Art priority: large-scale environments with landmark locations, vehicles, weapon variety, modular prop kits

      Genre example: PUBG: Battlegrounds, Apex Legends

      SUBGENRE 04

      Mobile Extraction & Battle Royale

      The same loops on phones and tablets. Weapons, loot and locations have to read on a small screen and run on mid-range hardware.

      Art priority: compact weapon and loot sets, simple materials, locations that load fast

      Genre example: Arena Breakout (iOS and Android)

      Looking at shooters from the wider angle?

      See our tactical & FPS shooter game art.

      02 · The Art Brief

      Extraction vs Battle Royale: How the Art Brief Differs

      These are typical patterns, not rules – every game sets its own. We read the brief against your game's loop before choosing a production plan.

      Extraction shooter Battle royale
      Match loop Raid, loot, escape Land, loot, survive to the end
      Loot Items carry value, so each must be identifiable and worth picking up Items are grabbed mid-fight, so recognition has to be instant
      Gear and progression Often kept between raids, which calls for tiered gear and many variants Often reset each match; progression is frequently cosmetic
      Weapons Frequently built from swappable parts, if the design calls for it Usually classes and rarity tiers; attachments vary by game
      Map Smaller, replayed routes, extraction points and hidden loot spots Large arena, landmarks, vehicles and long-distance traversal
      Cosmetics Depends on the game Common in free-to-play titles

      03 · The Checkpoints

      Loot Readability

      Loot sits in piles, in dark rooms and in the middle of firefights. These are the checkpoints we agree before production begins.

      Checkpoint What we agree at the brief
      Silhouette and scale Each item type has its own shape and a size that makes sense next to the others
      Tier coding How rarity shows in material, trim, color and wear, within your game's rules
      Pile density How many items a loot spot shows and how they overlap
      Lighting range How items look in dark interiors, harsh sun and fog

      Modular weapons

      Where your design uses swappable parts, a weapon is built as a base with separate attachments, sharing mounting points, scale and material IDs so they combine in-engine. The part list, naming and sockets are agreed with your technical team. Whether a game has attachments at all is a design decision, and we follow yours.

      Maps players replay

      A map visited hundreds of times exposes every repeated asset. We build environments from modular kits with enough variation to avoid visible tiling, and landmark buildings that make a location recognizable at a glance.

      04 · Platforms

      Where Extraction & Battle Royale Games Ship

      These games started on PC and now reach consoles and phones. Platform decides detail, draw distance and how many items a scene can show at once.

      steam

      PC & Steam

      Players zoom into weapons, read item details and study maps. Material quality and part-level detail on weapons are noticed first.

      Genre examples

      ARC Raiders · Arena Breakout: Infinite

      ps xbox

      PlayStation · Xbox

      Controller play and fixed memory budgets. Loot must be recognizable at couch distance, and the budget for each asset is set at the start of production.

      Genre example

      ARC Raiders (PS5, Xbox Series X|S)

      mobile

      Mobile

      A small screen and weaker hardware: fewer parts per weapon, simpler materials, tighter LODs, and loot silhouettes that still read at phone size. Limits are agreed with you for the weakest device you support. We have no shipped mobile shooter, so we begin with one calibration asset.

      Genre example

      Arena Breakout (iOS, Android)

      AR-15 rifle with attachments – modular weapon 3D art by Nasty Rodent

      05 · Engine

      Unreal Engine

      4 of 4shooters in our portfolio
      run on Unreal Engine
      UE5ARC Raiders
      UE4Arena Breakout

      Unreal Engine is where our shooter experience sits, and both extraction examples above run on it. We deliver to your project's setup – naming, materials, LODs, collision and texture limits – and test assets in the engine before hand-off. If your game runs on another engine, we agree the specification at the brief.

      06 · By Studio

      Who We Build Extraction & Battle Royale Art For

      These games live on content: new weapons, maps, seasons and skins keep players coming back. The right setup depends on how fast your content calendar moves.

      Studio What you need Typical scope How we plug in
      Live-service studios A steady flow of weapons, loot and skins between updates Weapon lines, loot props, cosmetic variants, seasonal sets Ongoing production batches under a shared art bible
      Teams building a map or a new mode Locations that read from far away and reward exploration Environment kits, landmark buildings, vehicles, props A dedicated team under our art director
      Early-stage teams proving a loop One section of a raid or a drop zone that sells the game A hero weapon, a loot set, one playable location A fixed-scope pilot, then production

      Scoping the art for your first playable slice

      A pilot can cover one weapon with a few swappable parts, a small loot set in two tiers and one location section, with scope and acceptance criteria agreed up front.

      07 · How We Work

      Direct, Subcontract or Part of Your Team

      Extraction and battle royale games grow season by season, and the setup that suits a prototype rarely suits a live game. Choose the model for the stretch you are in.

      01

      Direct Engagement

      You hand over an asset list – a weapon line, a loot set, a map district – 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

      Seasonal Content Pipeline

      When the game is live, new weapons, skins and props arrive on a schedule. We plan them as a repeatable production line against your style guide, so each season fits the world players already know.

      05

      Where Our Scope Ends

      We produce the art: 3D models, textures, visual variants and agreed export files. Your team owns the game: loot tables and spawn rules, inventory, weapon statistics, balance and extraction rules. We build to what your design defines and flag art that would clash with it.

      08 · Cases

      Closest Shooter Experience

      We have not published an extraction or battle royale title yet. These three shooters are our closest production experience, and each shows which art categories we have already delivered.

      Squad military vehicles and weapons 3D art by Nasty Rodent – tactical shooter assets
      CASE 01
      01

      Squad

      Tactical military FPS by Offworld Industries, built around large-scale battles and combined-arms warfare. We made final weapon and vehicle assets and concept art for unique weapon skins.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Starship Troopers: Extermination sci-fi props and environment assets by Nasty Rodent
      CASE 02
      02

      Starship Troopers: Extermination

      16-player co-op FPS by Offworld Industries, fought against the Bugs. We built props and environment assets, supported the development of game locations and produced aircraft.

      3D props · 3D environment · 3D aircraft View the Starship Troopers: Extermination case
      La Quimera futuristic weapon and prop 3D art by Nasty Rodent – sci-fi FPS
      CASE 03
      03

      La Quimera

      Story-driven FPS by Reburn, set in a future Latin America. We produced weapons and props in the game's visual style, plus weapon skin concepts.

      3D weapons · 3D props · weapon skin concepts View the La Quimera case

      09 · The Evidence

      What Is Confirmed and What We Calibrate With You

      Art category Delivered on our shooters Agreed with you at the brief
      Realistic weapons Squad Part split, naming, tier rules
      Futuristic weapons and props La Quimera Faction look, tier variants
      Vehicles and aircraft Squad, Starship Troopers: Extermination Drivable or background use, detail by distance
      Props and locations Starship Troopers: Extermination Loot item list, pile density, kit size
      Weapon skin concepts Squad, La Quimera Cosmetic system, variants per weapon
      Mobile limits No shipped mobile shooter Triangle, texture and material limits for your weakest device
      Loot, economy and extraction rules Not an art task Owned by your design team

      FAQ's: Extraction & Battle Royale Art

      What is the difference between an extraction shooter and a battle royale?

      arrow
      In an extraction shooter you loot a map and must reach an exit to keep your gear; dying costs what you carried. In a battle royale you start with little, loot as you go and fight until one player or team remains. Extraction rewards careful runs, battle royale rewards being last standing.

      Do you have extraction or battle royale games in your portfolio?

      arrow
      Not yet as a published case. Our shooter work – Squad, Starship Troopers: Extermination and La Quimera – covers weapons, vehicles, props and environments. For a new genre project we usually start with one test asset, so you can judge quality and fit before committing to a larger batch.

      Can you build weapons with swappable attachments?

      arrow
      Yes, where your design needs it. We can split a weapon into parts such as receiver, barrel and sights so your team combines them in-engine. How parts are divided, named and aligned is agreed with your technical team at the brief.

      How do you keep loot readable in a pile?

      arrow
      We agree the checkpoints before production: distinct silhouettes, tier coding in material and color, pile density and lighting range. Loot is then built as sets with a shared material language, and tested in a mock pile before the batch is scaled.

      Do you design the loot system or game rules?

      arrow
      No. We produce the art. Loot tables, spawn rules, inventory, weapon statistics and extraction rules stay with your design team. We build to what they define and tell you early if an asset would clash with the system.

      How do I get an estimate for my extraction or battle royale game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your weapon and loot lists, map size, engine and platforms. A spreadsheet of asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      Building an extraction
      or battle royale shooter?

      Tell us about your loot, your weapons and your map. We come back with questions and a draft scope in 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