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      Camouflaged Huey helicopter on a military airfield – 3D vehicle art from Squad by Nasty Rodent

      PC & Steam Game Art Studio

      Built to be
      studied up close

      Weapons, vehicles, props and environments for PC games – production art from seven PC titles, among them Squad, Starship Troopers: Extermination, Mutant Year Zero and La Quimera.

      Request a Quote
      Mission: PC & Steam Game Art Request a Quote
      Eight-wheeled camouflaged armored personnel carrier from Squad – 3D vehicle art by Nasty Rodent

      01 · The Platform

      PC & SteamGames

      PC is the most open game platform: players choose their own hardware, screen and settings, and buy through storefronts such as Steam. For art, that means assets must hold up across a wide range of machines and displays, be read from close up over long sessions, and stay consistent as a game receives new content.

      On PC, players often sit near the screen and may run high resolutions, so weapon details, material quality and prop finish are easy to inspect. Some PC games also reach players before they are finished: four of the seven games in our portfolio launched in Steam Early Access, where additional content can arrive over time.

      Art for PC: weapons · vehicles · props · environments · concept art

      CONTEXT 01

      First-Person PC Shooters

      First-person PC shooters often put weapons and nearby environments under close scrutiny. Depending on the game, production priorities may include detailed weapons, vehicles, realistic interiors or sci-fi props.

      Art priority: weapon sets, vehicles, environments and props that hold up at close range

      Examples with our art: Squad · Starship Troopers: Extermination · La Quimera · Ready Or Not

      CONTEXT 02

      Turn-Based Tactics on PC

      Squads, turns and a camera that sits above the action. Props and cover must read at map distance before any fine detail is noticed.

      Art priority: readable weapons and vehicles, cover and environment props, consistent scale

      Games with our art: Mutant Year Zero: Road to Eden · Miasma Chronicles · Corruption 2029

      CONTEXT 03

      Early Access & Growing Games

      Early Access projects may need additional assets over time. New content should follow the approved art direction and technical requirements, whether it is produced internally or by an outsourcing partner.

      Art priority: modular prop kits, style-matched additions, skin variants

      Games with our art that launched in Steam Early Access (a fact about the games, not a statement about our scope): Squad · Ready Or Not · Starship Troopers: Extermination · La Quimera

      CONTEXT 04

      PC-First Games Heading to Console

      Some PC games add PlayStation and Xbox later, and consoles bring their own memory, rendering and certification requirements. Such adaptation is a separate scope.

      Art priority: asset budgets agreed at the start, so the target platforms are known from the beginning

      PC games with our art that later reached console: Starship Troopers: Extermination · Ready Or Not · Mutant Year Zero

      Looking at PC from the gameplay side?

      See our tactical & FPS shooter game art and tactics & strategy game art.

      02 · Platforms

      Where PC Games Are Sold and Played

      PC games reach players through several storefronts and run on hardware that no team controls. Two things matter for art, and they are not the same: where the game is sold, and what it has to run on.

      pc

      Steam

      The main storefront for the games in our portfolio: all seven are available there. Steam Early Access lets a team release early and keep adding content, which is why some games grow for years after the first launch.

      On Steam

      Squad · Ready Or Not · Starship Troopers: Extermination · Mutant Year Zero: Road to Eden · Miasma Chronicles · Corruption 2029 · La Quimera

      pc

      Other PC Storefronts

      A game can launch outside Steam and arrive there later. Corruption 2029 first launched on PC through the Epic Games Store in 2020 and reached Steam in 2024.

      Launched elsewhere first

      Corruption 2029

      pc

      Hardware Tiers & Displays

      Target hardware specifications, rendering requirements, camera distance and display resolutions influence asset budgets. Storefront choice mainly affects distribution and presentation requirements, not the geometry or materials of gameplay assets. Where a game targets several hardware tiers, we can agree with your team how each asset scales; this is agreed at the brief and was not a separate deliverable on the cases below.

      Camouflaged tracked armored fighting vehicle from Squad – 3D vehicle art by Nasty Rodent

      03 · Engine

      Unreal Engine and Delivery Scope

      7 of 7PC games with our art
      run on Unreal Engine
      3on Unreal
      Engine 5
      3on Unreal
      Engine 4

      All seven PC 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, profiling and final validation are defined separately in the project scope.

      Task Who does it
      Asset production: modeling, texturing, materials Nasty Rodent
      Agreed specifications: naming, budgets, formats Agreed with your team at the brief
      Engine integration and shader setup Your team, unless included in the scope
      Performance profiling and final validation Your team, unless included in the scope
      Store page graphics and key art Not demonstrated on these cases; scoped separately

      04 · Studios

      Who We Build PC Game Art For

      PC games are often built by small teams that grow with their audience. The right setup depends on how much of the art library your team wants to own, and on how fast the game's content has to grow.

      Studio What you need Typical scope How we plug in
      Independent and AA PC studios Art capacity without a full in-house team Weapon and vehicle lines, prop sets, environment kits A dedicated team under our art director
      Teams in Early Access or live updates New content that matches the existing game Additional weapons, props, skins, locations A long-term partner working to your art bible
      First-time and pre-production teams A slice that sells the game to a publisher or on Steam One hero asset, one prop set, one key location A fixed-scope pilot, then production

      Scoping the art for your first playable slice

      05 · How We Work

      Direct, Subcontract or Part of Your Team

      PC productions change shape over time: a small team before launch, then additional content after it. Choose the setup for the stretch you are in – it can change as the game does.

      01

      Direct Engagement

      You hand over an asset list – a weapon line, a vehicle pool, a set of locations – 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

      Specs First

      Before production we agree the technical frame with your team: target specs, texture and material limits, naming and file delivery. Performance profiling and engine integration are defined in the scope and stay with your engineers unless included.

      06 · Cases

      PC Games With Our Art

      Seven PC games, from a 100-player military shooter to turn-based tactics. All seven are available on Steam; Corruption 2029 launched first on the Epic Games Store.

      Widescreen tactical shooter Squad banner with infantry and military machinery
      CASE 01
      01

      Squad

      Offworld Industries' tactical military shooter, sold on Steam. Our team made realistic military content: finished weapons and vehicles, with concept art for unique weapon skins.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Starship Troopers: Extermination sci-fi wall control panels with knobs and screens – 3D prop art by Nasty Rodent for Offworld Industries
      CASE 02
      02

      Starship Troopers: Extermination

      Offworld Industries' co-op shooter for up to 16 players, on PC, PlayStation 5 and Xbox Series. We contributed 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 adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Mutant Year Zero case
      Miasma Chronicles heavy sci-fi weapon with taped magazines – 3D weapon art by Nasty Rodent
      CASE 04
      04

      Miasma Chronicles

      Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case
      Corruption 2029 realistic military vehicle and weapon 3D art by Nasty Rodent
      CASE 05
      05

      Corruption 2029

      Hardcore turn-based tactics by The Bearded Ladies, launched on PC through the Epic Games Store in 2020 and released on Steam in 2024. Our focus was realistic vehicles and weapons, with props for the game as well.

      3D vehicles · 3D weapons · 3D props View the Corruption 2029 case
      La Quimera promotional art — Futuristic cyborg in exoskeleton character design
      CASE 06
      06

      La Quimera

      Reburn's story-driven shooter, in Steam Early Access. Our work covered weapons and props in the game's own visual style, plus concepts for weapon skins.

      3D weapons · 3D props · weapon skin concepts View the La Quimera case
      Ready or Not horizontal banner featuring a SWAT officer and game logo
      CASE 07
      07

      Ready Or Not

      Tactical first-person shooter by VOID Interactive, sold on Steam. We developed its environments.

      3D environment View the Ready Or Not case

      06 · The Evidence

      What is confirmed and what we agree with you

      Art category Delivered on our PC projects Agreed with you at the brief
      Weapons Squad, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera Real or invented, attachments, skin variants
      Vehicles and aircraft Squad, Corruption 2029, Starship Troopers: Extermination Detail by camera distance, driveable or static
      Props Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera Kit size, variants, reuse
      Environments Ready Or Not, Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles Locations, modular kits, scale
      Weapon skin concepts Squad, La Quimera Number of variants, iterations
      Budgets for textures, materials and geometry Not shown as a separate result on these cases Minimum and recommended specs from your team
      Performance profiling, console porting, store page art Not demonstrated by these projects Scope agreed separately

      FAQ's: PC & Steam Game Art

      What makes PC different from other platforms for game art?

      arrow
      PC hardware, resolutions and settings vary widely, and players often sit close to the screen for long sessions. Assets are inspected more closely, so material quality matters, while budgets for textures, materials and geometry are set against the specs you target.

      Do you make art for games sold on Steam?

      arrow
      Yes. All seven PC games with our art are available on Steam, including Squad, Starship Troopers: Extermination and Mutant Year Zero. Store page graphics and key art are not part of the work shown on our cases, so they would be scoped separately.

      Which PC games have your art?

      arrow
      Squad, Ready Or Not, Starship Troopers: Extermination, Mutant Year Zero: Road to Eden, Miasma Chronicles, Corruption 2029 and La Quimera. They cover weapons, vehicles, props and environments, with weapon skin concepts on Squad and La Quimera.

      How do you handle different PC hardware?

      arrow
      We deliver to the technical frame your team sets: texture sizes, material counts, geometry limits, collision and LODs where required. Your engineers define minimum and recommended specs, and we agree budgets against them at the brief, including how assets scale across hardware tiers. Profiling stays with your team unless included.

      Can PC assets be reused on console later?

      arrow
      PC assets can provide a starting point for console development, but platform-specific memory, rendering and performance requirements may require additional adaptation. We have not demonstrated console porting as a separate service on these cases; any such work would need its own agreed scope.

      How do I get an estimate for my PC game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list, target specs, engine and store plans. A spreadsheet of asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      Building a
      PC Game?

      Tell us about your game, your target specs and your content plan. We come back with questions and a draft scope in 1–2 business days.

        * 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