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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.
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01 · The Genre
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
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
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
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
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
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.
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
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)
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.
03 · Engine
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
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
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.
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.
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 projectOur artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
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
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.
Game by Galaxy4Games. Founder Anton Paramonov says we "delivered an entire 4 km² location with full content: props, buildings, NPCs, mobs."
Read the testimonial
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.
View the Starship Troopers: Extermination case
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.
View the Mutant Year Zero caseWe 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 estimate07 · The Evidence
| 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 |
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.