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Made to read
from the couch
Weapons, props and environments for console games – production art from Mutant Year Zero: Road to Eden and Miasma Chronicles, both released on PlayStation and Xbox.
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01 · The Platform
Console games target a defined set of hardware models and reach players through platform holders such as PlayStation and Xbox. For art, that means memory, rendering and performance requirements tied to each supported device, plus platform-specific rules that the project has to meet.
Unlike the broad range of PC configurations, console development targets specific devices, and asset budgets are planned against the requirements of each one. Defining budgets early helps teams control memory use, visual quality and integration effort, although constraints may be refined during development. Asset readability depends on the game's camera, display conditions and viewing distance, so silhouettes, contrast, materials and surface detail are balanced against those factors.
Art for Console: weapons · props · environments · vehicles · concept art
CONTEXT 01
Turn-based tactics and adventure games played with a controller. Cover, weapons and props must read from the game camera, with detail balanced against the viewing distance.
Art priority: readable silhouettes, clear cover and props, consistent scale
Games with our art: Mutant Year Zero: Road to Eden · Miasma Chronicles
CONTEXT 02
Different console generations have different performance and memory targets. Art production follows the specifications of each project rather than assuming that requirements carry over unchanged between generations.
Art priority: platform-specific asset budgets, readability and consistent visual quality
Examples: Mutant Year Zero: Road to Eden (PlayStation 4, Xbox One) · Miasma Chronicles (PlayStation 5, Xbox Series X|S)
CONTEXT 03
Some games start on PC and reach consoles at full release or later. Content built for PC then has to meet console memory, rendering and certification requirements, which is a separate scope.
Art priority: budgets agreed with the target platforms known early, files that stay organized across versions
PC-first games with our art that reached console: Starship Troopers: Extermination (PlayStation 5, Xbox Series X|S) · Ready Or Not (PlayStation 5, Xbox Series X|S)
These are console releases of games featuring our art; our involvement in the platform ports is not documented.
CONTEXT 04
A console that can be played docked or in handheld mode, where performance and memory limits may be tighter and art has to stay readable on a smaller screen.
Art priority: scene complexity, texture budgets and readability planned for the hardware
On Switch: Mutant Year Zero: Road to Eden
Looking at tactics from the gameplay side?
See our tactics & strategy game art.
02 · Platforms
Console releases are shaped by the hardware generation, the platform holder's technical requirements and the way players see the game. Each platform is a separate release with its own checks.
Controller-first play and defined hardware targets. Each PlayStation release is planned for the console generations it supports.
On PlayStation
Mutant Year Zero: Road to Eden (PS4) · Miasma Chronicles (PS5) · Starship Troopers: Extermination (PS5) · Ready Or Not (PS5)
Xbox releases have their own technical requirements and approval process, and the hardware targets can differ between models of the same generation.
On Xbox
Mutant Year Zero: Road to Eden (Xbox One) · Miasma Chronicles (Xbox Series X|S) · Starship Troopers: Extermination (Xbox Series X|S) · Ready Or Not (Xbox Series X|S)
A single title often ships on several platforms. Mutant Year Zero: Road to Eden appeared on PC, PlayStation 4, Xbox One and Nintendo Switch; Miasma Chronicles on PC, PlayStation 5 and Xbox Series X|S. The art direction stays the same, while the technical frame differs by platform and is agreed with your team.
03 · Engine
All four console games in this portfolio run on Unreal Engine; the versions describe the games, not our own working setup. We prepare assets to the technical specifications agreed with your team, including naming, material conventions, geometry and texture budgets, and collision or LOD requirements where applicable. Engine integration, platform builds and final validation are defined separately in the project scope.
| Task | Who does it |
|---|---|
| Asset production: modeling, texturing, materials | Nasty Rodent |
| Specifications: naming, budgets, formats | Agreed with your team at the brief |
| Engine integration, platform builds, memory and performance profiling | Your team, unless included in the scope |
| Platform certification and submission | Your team and the platform holder |
| Console porting as a separate service | Not demonstrated by these cases; any such support would need to be confirmed and scoped separately |
04 · Studios
Console projects require asset production to align with defined hardware targets and platform-specific requirements. The outsourcing model depends on which art and technical responsibilities stay with your internal team.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Independent and AA teams planning a console release | Art capacity while the core team builds the platform versions | Weapon sets, prop libraries, environment kits | A dedicated team under our art director |
| Teams on a sequel for the next hardware generation | 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 and pre-production teams | A slice that shows the look to a publisher or platform | One key location, one weapon set, supporting props | A fixed-scope pilot, then production |
Scoping the art for your first playable slice
05 · How We Work
Console productions run through planning, production and submission, and the setup that suits one stretch rarely suits the next. Choose the model for where you are – it can change as the project does.
You provide an agreed asset list – weapons, props or environments – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.
Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
Before production we agree the technical frame with your team: target platforms, memory and texture budgets, naming and file delivery. Platform builds, profiling and certification stay with your engineers unless the scope says otherwise.
06 · Cases
Two tactics games by The Bearded Ladies, both released on PlayStation and Xbox, and two PC-first shooters that later reached console. The games are the evidence of asset production; they do not by themselves show our work on individual console builds.
Tactical adventure by The Bearded Ladies in a post-human world, released on PC, PlayStation 4 and Xbox One, with a later Nintendo Switch version. We delivered weapons, props and environment assets.
View the Mutant Year Zero case
Tactical adventure by The Bearded Ladies, published by 505 Games and set in a wasteland torn apart by a force known as the Miasma. It launched on PC, PlayStation 5 and Xbox Series X|S. We delivered weapons, props and environment assets.
View the Miasma Chronicles case
Two more games with our art came to PlayStation 5 and Xbox Series X|S after starting on PC. Starship Troopers: Extermination (props, environment assets and aircraft) reached consoles at its 1.0 release. Ready Or Not (environments only) followed in 2025. Our involvement in the console versions is not documented.
View the Starship Troopers: Extermination case View the Ready Or Not environment work06 · The Evidence
| Art category | Delivered on our console-released games | Agreed with you at the brief |
|---|---|---|
| Weapons | Mutant Year Zero, Miasma Chronicles | Real or invented, attachments, variants |
| Props | Mutant Year Zero, Miasma Chronicles, Starship Troopers: Extermination | Kit size, variants, reuse |
| Environments | Mutant Year Zero, Miasma Chronicles, Starship Troopers: Extermination, Ready Or Not | Locations, modular kits, scale |
| Aircraft | Starship Troopers: Extermination | Detail by camera distance |
| Budgets per target platform | Not shown as a separate result on these cases | Target platforms and memory limits from your team |
| Console ports, platform builds, profiling, certification | Not demonstrated by these projects | Scope agreed separately |
Building a
Console Game?
Tell us about your game, your target platforms and your content plan. We come back with questions and a draft scope in 1–2 business days.