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Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
Stylized Game Art Outsourcing & Asset Production | Nasty Rodent
Nasty Rodent produces stylized 3D game assets for mobile & PC F2P titles. Full-cycle pipeline, no visual drift, production-ready delivery. See our stylized reel.
18.03.2026
Environment Kitbashing for Games: Speed Without Visible Repetition
Environment kitbashing for games can speed up the move from an approved blockout to a dressed location by reusing existing meshes and parts. The risk is that reused parts return as the same stair, panel or prop group along the player’s route. This guide covers assembling kitbashed locations and reviewing them under real play conditions, […]
26.10.2026
Migrating Art from Unity to Unreal Engine 5: What Has to Be Rebuilt
A Unity to Unreal migration can reuse meshes, textures and supported animation data, but a successful import does not preserve the game’s approved appearance or behavior. Plan separately for data transfer, conversion and validation, and for rebuilding engine-specific shaders, effects and scene systems in Unreal Engine 5. “Editorial illustration created for visual reference purposes. It […]
23.10.2026
Character Variation Systems: Skins, Gear and Modular Meshes
A modular character system supports outfit and equipment changes by reusing compatible bodies, parts and production rules. The work grows when a new jacket exposes a body region that was removed, a helmet conflicts with hair, or a new body shape no longer fits the approved gear. “Editorial illustration created for visual reference purposes. It […]
22.10.2026
Hard-Surface Concept Art: Weapons, Vehicles and Mechanical Design
Hard surface concept art develops the visual design and intended behavior of weapons, vehicles and mechanical props for games. Artists may use sketches, paintovers and rough 3D models to explore and resolve the design. Before detailed asset production, the receiving team needs the agreed views, callouts and references that explain what it is expected to […]
19.10.2026
Cross-Platform Art Delivery: One Asset Pipeline for PC, Console and Mobile
A cross-platform game art pipeline decides, before production starts, which work is shared between PC, console and mobile and which work is done once per target. Adding a console or mobile target after assets have been approved can expose assumptions made for the original platform: some assets can be reused through target-specific settings, others need […]
16.10.2026
Art Outsourcing for Live-Service Games: Seasons, Skins and Vendor Capacity
Live service game art outsourcing brings external artists into an ongoing content roadmap. For teams that organize that roadmap into seasons, the planning challenge is to match each content batch to the skills, review time and integration window it needs, while accounting for work that overlaps between releases. “Editorial illustration created for visual reference purposes. […]
15.10.2026
What a Weekly Art Production Report Should Contain
A weekly art production report helps you assess whether outsourced work is progressing toward agreed acceptance criteria before a formal milestone review. It should show each asset’s stage, pending reviews, blockers and the decisions needed from your team. “Editorial illustration created for visual reference purposes. It does not represent a real project, client work, or […]
14.10.2026
Outsourcing Studio vs Freelance Marketplace: Total Cost of Ownership for Game Art
Choosing between a game art studio and freelancers hired through a marketplace requires comparing the full cost of delivery and ownership. The quoted production price is the starting point. Briefing, art direction, reviews, integration, continuity and handover may be included, excluded or shared with your team under either arrangement. This guide compares individually contracted marketplace […]
12.10.2026
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