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      Dark fantasy location concept art – open-world environment concept by Nasty Rodent

      Open-World & Action-Adventure Game Art Studio

      Worlds worth
      walking through

      Environments, props, buildings and vehicles for open-world and action-adventure games – backed by asset production for a 4 km² location in Skies and location work on Starship Troopers: Extermination.

      Request a Quote
      MISSION: OPEN-WORLD ART Request a Quote
      Isometric town building with a totem pole from Wild Rage – open-world environment 3D art by Nasty Rodent

      01 · The Genre

      Open-world art

      Open-World & Action-Adventure Games

      Open-world games let players roam large, non-linear spaces and choose how and when to tackle goals. Action-adventure games combine physical challenges, such as combat or platforming, with exploration, items and story. The two often overlap: many open-world games are action-adventures, though not every action-adventure is open-world.

      For art, scale is the first problem. A big world needs a great many props, buildings and locations, so large worlds often benefit from reusable asset families, modular sets and controlled visual variants, while unique landmarks help distinguish one region from another within a shared visual language. Depending on camera and gameplay, the same object may be seen from a distant vista and from close up, so silhouette and detail both matter. Where gameplay requires clear interaction cues, climbable, destructible or collectible objects need a visual treatment that supports the intended player experience. In action-adventures, the hero, tools and weapons share the screen with the world all the time.

      Art for open-world & action-adventure: environments · props · vehicles · characters · concept art

      SUBGENRE 01

      Open-World Action-Adventure

      Free roaming in a large world, often in third person, with vehicles, weapons and missions. The world is as much a character as the hero.

      Art priority: cities, towns and wilderness built from modular kits, vehicles, a large prop library

      Genre example: Grand Theft Auto, Red Dead Redemption, Ghost of Tsushima

      SUBGENRE 02

      Exploration Adventure

      Discovery drives the game: players find items, solve puzzles and reach new areas as their tools improve. Landmarks and visual hints tell players where to go next.

      Art priority: landmark locations, readable interactive objects, distinct biomes

      Genre example: The Legend of Zelda: Breath of the Wild

      SUBGENRE 03

      Open-World RPG

      A large world filled with settlements, dungeons and people, where characters and gear grow over time. Content keeps expanding, so the visual rules set early must keep holding.

      Art priority: buildings and interiors, props that tell local stories, gear and weapons, NPC variety

      Genre example: The Elder Scrolls V: Skyrim, Fallout

      SUBGENRE 04

      Stealth & Story-Driven Adventure

      Not every action-adventure is open-world. These games use authored spaces with hidden routes, set pieces and a strong narrative, and every corner is built by hand.

      Art priority: handcrafted environments, props that signal paths and hiding places, character and weapon sets

      Genre example: Metal Gear Solid, Thief: The Dark Project

      Prefer role-playing worlds with online play?

      See our RPG & MMO game art.

      02 · Platforms

      Where Open-World Games Ship

      Open-world and action-adventure games ship on PC, consoles and mobile. Performance and memory budgets, camera distance and the way a game loads its world together shape how heavy each asset can be.

      steam

      PC & Steam

      High-resolution displays and flexible camera distances can expose fine material detail, making consistent texture quality and asset readability important across viewing distances.

      Games with our art on PC

      Starship Troopers: Extermination · Mutant Year Zero: Road to Eden

      ps xbox

      PlayStation · Xbox

      Controller play and fixed memory budgets. Large silhouettes and clear landmarks help on a TV, and budgets for each asset are set at the start of production.

      Game releases on console

      Starship Troopers: Extermination (PS5, Xbox Series X|S) · Mutant Year Zero: Road to Eden (PS4, Xbox One)

      mobile

      Mobile

      Open worlds on phones have to fit tight memory and performance limits. Asset budgets are aligned with the target device range: geometry, textures, materials and scene complexity are planned against the project's memory and performance requirements.

      Isometric farm buildings with antennas and a water tower from Wild Rage – 3D environment assets by Nasty Rodent

      03 · Engine

      Unreal Engine and Unity

      4 km²location delivered
      for Skies
      Unreal Engineour primary real-time
      environment
      Unitypart of our toolset

      Large worlds depend on how an engine streams and draws content. We prepare models, textures and other agreed deliverables to your engine's technical specifications, including naming, material setup, geometry budgets and LOD or collision requirements where applicable. World layout and streaming setup stay with your technical team unless separately agreed.

      04 · By Studio

      Who We Build Open-World Art For

      Large explorable worlds can involve substantial environment and prop production, while some projects also require ongoing content for expansions or updates. The right outsourcing scope depends on what your internal team owns and which art disciplines need extra capacity.

      Studio What you need Typical scope How we plug in
      Independent and AA open-world teams Enough props, buildings and locations to fill a world Environment kits, building sets, prop libraries, vehicles A dedicated team under our art director
      Teams with expansions and live updates New regions and items that match the original Location packs, prop and building sets, new vehicles A long-term partner working to your art bible
      Teams in pre-production A slice of the world that sells the game One landmark location, a prop set, a hero asset A fixed-scope pilot, then production

      Scoping environment art for your game

      05 · How We Work

      Direct, Subcontract or Part of Your Team

      Open-world projects are built over years, and the setup that suits pre-production rarely suits a live game. Choose the model for the stretch you are in.

      01

      Direct Engagement

      You provide an agreed asset scope – a set of buildings, regional environment assets or a vehicle collection – and our art director and project manager coordinate production through the approved deliverables and review milestones.

      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

      Region by Region

      For large environment scopes, we can organize asset production into regional or thematic packages, each with agreed landmarks, prop families and building sets. This helps structure reviews and maintain visual consistency across deliveries.

      06 · Cases

      Large-Scale Environment & Location Work

      These projects are our closest work in large-scale environments and locations. We have not published an open-world title as a case yet, so there is room for yours.

      CASE 01
      01

      Skies

      Game by Galaxy4Games. Founder Anton Paramonov says we "delivered an entire 4 km² location with full content: props, buildings, NPCs, mobs."

      3D props · 3D environment Read the testimonial
      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
      Mutant Year Zero: Road to Eden weapons, props and environment assets by Nasty Rodent
      CASE 03
      03

      Mutant Year Zero: Road to Eden

      Tactical game by The Bearded Ladies that mixes turn-based combat with exploration and stealth. We delivered weapons, props and environment assets for its post-human world.

      3D environment · 3D props · 3D weapons View the Mutant Year Zero case
      Your case
      04

      Your game could be here

      We have not published an open-world title as a case yet. This place is open for your world: tell us about your regions and we will build the first one together.

      Get a world art estimate

      07 · The Evidence

      What Is Confirmed and What We Agree With You

      Art category Delivered on our projects Agreed with you at the brief
      Large location with props and buildings Skies (client testimonial) Variants per prop, building families, region style
      Environment assets and locations Starship Troopers: Extermination, Mutant Year Zero Kit size, landmarks, level of detail by distance
      Vehicles and aircraft Starship Troopers: Extermination, Squad, Corruption 2029 Drivable or background use, detail by distance
      Characters and creatures Wild Rage, Mutant Year Zero NPC roster, variants, animation needs
      Terrain, world layout and streaming Not demonstrated by these projects Scope agreed separately
      Quest design and gameplay systems Not an art task Owned by your design team

      FAQ's: Open-World & Action-Adventure Art

      What is the difference between open-world and action-adventure games?

      arrow
      Open-world describes the structure: a large, non-linear space players explore freely. Action-adventure describes the play: physical challenges such as combat or platforming mixed with exploration, items and story. Many games are both, but a linear or hub-based action-adventure is not open-world.

      Do you have an open-world game in your portfolio?

      arrow
      Not as a published case yet. Our closest work is a 4 km² location with props and buildings for Skies, described by the client, plus locations and environment assets for Starship Troopers: Extermination. For an open-world project we can begin with a limited test asset or concept before expanding the scope.

      How do you keep a large world from looking repetitive?

      arrow
      By building props and buildings as families with agreed variants, such as shape, wear and material changes, and by giving each region its own landmarks within one visual language. The number of variants and the kit sizes are set against your art bible and budget at the brief.

      Do you build terrain, world layout or quests?

      arrow
      Our core scope is art: environments, props, buildings, vehicles, characters and concepts. Terrain sculpting, world layout, streaming setup and quest design are not part of the work shown here, so they stay with your team unless separately agreed.

      Can you also deliver vehicles and characters for an open world?

      arrow
      Yes, as separate disciplines. We have produced vehicles for Squad and Corruption 2029, aircraft for Starship Troopers: Extermination, and characters and creatures for Wild Rage and Mutant Year Zero. Each is scoped against your style guide and technical limits.

      How do I get an estimate for my open-world or action-adventure game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your region or location list, prop and building counts if known, 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 open-world
      or action-adventure game?

      Tell us about your world, its regions and the things players will find there. 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