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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.
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01 · The Platform
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 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
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 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
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
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.
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
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
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.
03 · Engine
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
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
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.
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.
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.
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
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.
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.
View the Squad case
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.
View the Starship Troopers: Extermination case
Tactical adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.
View the Mutant Year Zero case
Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.
View the Miasma Chronicles case
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.
View the Corruption 2029 case
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.
View the La Quimera case
Tactical first-person shooter by VOID Interactive, sold on Steam. We developed its environments.
View the Ready Or Not case06 · The Evidence
| 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 |
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.