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      Camouflaged tracked armored fighting vehicle in a desert scene – 3D vehicle art from Squad by Nasty Rodent

      Game Art for AA & Mid-core Studios

      Production capacity
      without growing the team

      Weapons, vehicles, props, environments and concept art produced to your art direction, while your core team keeps the vision.

      Games with our art: Squad · Starship Troopers: Extermination · Mutant Year Zero · Miasma Chronicles · Corruption 2029 · Ready Or Not

      Request a Quote
      Mission: AA & Mid-Core Game Art Request a Quote
      F-16 fighter jet against a red sunset sky – 3D aircraft art from Squad by Nasty Rodent for Offworld Industries

      01 · The Segment

      AA production and mid-core game art needs

      In game art outsourcing, AA and mid-core describe two different things. AA productions sit between independent and AAA development in budget and scale. Mid-core games have deeper systems than casual titles, without the full complexity of hardcore ones. Both benefit from a defined art scope, consistent visual standards and flexible external capacity.

      Art for AA and mid-core productions: weapons · vehicles · props · environments · concept art

      FEATURE 01

      Two Terms, Two Axes

      "AA" describes production scale and budget, so it applies to projects and studios. "Mid-core" describes the game and its players: deeper than casual, more accessible than hardcore. A studio can be one, both or neither. This page covers both because of shared art outsourcing needs, not a shared definition. Neither term has a fixed industry threshold.

      Art priority: visual quality that holds up against larger releases, within a set scope

      Agreed at the brief: quality bar, reference games, asset tiers

      FEATURE 02

      A Lean Core Team

      A smaller in-house team can hold the art direction, style and hero assets, but may not have the headcount for the full weapon, vehicle and prop list. A hybrid model keeps creative control inside and moves defined volume to a partner. Our guide on in-house vs outsourced game art for mid-core production walks through the decision.

      Art priority: consistent quality across batches made by two teams

      Agreed at the brief: what stays in-house, what is outsourced

      FEATURE 03

      Art That Serves Gameplay

      In tactical shooters and strategy games, visual assets often serve specific gameplay functions. Weapons, vehicles, cover elements and props need to stay recognizable at the intended camera distance and follow the visual language set by the development team. Other mid-core genres, such as RPGs or card battlers, call for different asset types. See how this works in our tactics and strategy game art.

      Art priority: realistic detail that stays readable at gameplay distance

      Agreed at the brief: gameplay function of each asset, camera distance, variants

      FEATURE 04

      Long Production and Updates

      Games in this segment can grow after launch through updates, new maps, weapons and cosmetics. The same style rules apply years later, so documentation and stable conventions matter, starting with an art bible.

      Art priority: assets that match earlier content, reusable kits

      Agreed at the brief: naming, folder structure, style references

      Looking at the genre side?

      See our shooter game art.

      02 · Production Realities

      What AA and Mid-core Teams Need From an Art Partner

      Each studio sets its own requirements. These are the needs we plan for at the brief.

      spec

      Predictable Scope

      A defined asset list, agreed tiers and clear review stages help a small team plan around the art instead of managing it daily. Scoping the first playable part of the game is a good starting point: see vertical slice art scope.

      layers

      Matching Your Style, Not Ours

      The partner works from your style guide, references and existing assets. Each batch goes through an internal art review by our lead artist before your team sees it.

      loop

      Low Rework

      Rework costs a lean team more than it costs a large one, because the same people review and fix. Clear briefs, early approval of a first asset and agreed revision rounds keep it under control. Read more about the art rework rate.

      timeline

      Continuity Across Milestones

      When the same team stays on a project, conventions do not need to be taught again with each new batch. That is the logic behind our Ongoing Support model below.

      Eight-wheeled camouflaged armored personnel carrier on rocky ground – 3D vehicle art from Squad by Nasty Rodent for Offworld Industries

      03 · Production

      Specs and Delivery Scope

      6games with our art
      on this page
      3games with
      The Bearded Ladies
      2games with
      Offworld Industries

      Your team defines the art direction and pipeline. We agree a specification sheet covering scale, geometry budgets, LODs, textures, file formats and naming, and produce assets to it. Files are delivered in the formats agreed for your pipeline, such as FBX, OBJ or UASSET, with source files and exports organized for handoff.

      Deliverables for AA and Mid-core Productions

      Scope is confirmed at the brief:

      Deliverable Detail Shown on our cases
      Weapons Firearms and other weapons, real or invented Squad, Mutant Year Zero, Miasma Chronicles, Corruption 2029
      Vehicles and aircraft Ground and air vehicles to the detail of your asset class Squad, Corruption 2029, Starship Troopers: Extermination
      Props Set dressing and gameplay props Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Corruption 2029
      Environments Environment assets and location work Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Ready Or Not
      Concept art and skins Concept art and unique skins Squad
      Source files and handoff Organized, named, editable files Agreed per project
      Task Who does it
      Art direction, style guide, hero decisions Your team
      Asset production to the agreed specification Nasty Rodent
      Internal art review before delivery Nasty Rodent
      Milestone reviews and written approvals Your team, under the agreed terms
      Engine integration, level building, optimization Your team; scoped separately if needed

      04 · Studios

      Who We Work With in This Segment

      The right setup depends on how your team is built.

      Studio What you need Typical scope How we plug in
      Tactical and military shooter teams Realistic weapons, vehicles and environments in volume Weapon families, vehicles, environment kits Project-Based or Ongoing Support
      Tactics and strategy teams Readable props, weapons and environments for a set camera Asset batches per mission or biome Project-Based
      Small teams with strong art direction Extra hands under their own lead Artists working inside the studio's pipeline Outstaffing
      Teams in post-launch updates New content in an established style Weapons, skins, props for updates Ongoing Support

      05 · How We Work

      Three Ways to Work Together

      We structure production around your pipeline. Choose the model for your current stage; it can change as the project does.

      Approvals and confidentiality: deliveries follow the review and approval stages set in the project agreement, with a contact person on your side. We can sign an NDA before project details are shared.

      01

      Project-Based

      A fixed scope, defined deliverables and milestone payments. Suited to a defined asset list for a milestone or a content update.

      02

      Ongoing Support

      Monthly capacity allocated to your project, with volume that follows your production schedule. One team keeps your conventions across batches without re-onboarding.

      03

      Outstaffing

      Our artists work inside your pipeline, under your art direction. You manage the process; we provide the capacity and the skill.

      06 · Cases

      Games With Our Art

      Six games where we worked to the developer's technical requirements and visual style. Three of them were made with The Bearded Ladies and two with Offworld Industries.

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

      Squad

      With Offworld Industries, we created realistic military content: concept art, unique skins and final assets for vehicles and weapons.

      3D weapons · 3D vehicles · concept art · skins 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

      With Offworld Industries, we created props, environment and aviation assets and helped develop game locations for a game built on Unreal Engine 5.

      3D props · 3D environment · 3D vehicles 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

      With The Bearded Ladies, we created weapons, props and environment assets for a tactical game built on Unreal Engine 4.

      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

      With The Bearded Ladies, under publisher 505 Games, we created weapons, props and environment assets for a tactical adventure built on Unreal Engine.

      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

      With The Bearded Ladies, 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
      Ready or Not horizontal banner featuring a SWAT officer and game logo
      CASE 06
      06

      Ready Or Not

      With VOID Interactive, we worked on environment development.

      3D environment View the Ready Or Not case

      07 · The Evidence

      What is confirmed and what we agree with you

      Topic Confirmed on our cases Agreed with you at the brief
      Weapons and vehicles Squad, Corruption 2029, Mutant Year Zero, Miasma Chronicles, Starship Troopers: Extermination (aircraft) Real or invented, variants, detail by asset class
      Props and environments Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Ready Or Not Kit size, scale, style
      Concept art and skins Squad Number of variants, iterations
      Repeat work with one developer The Bearded Ladies (3 games), Offworld Industries (2 games) Not applicable
      Characters Not shown on these cases Scoped separately
      Engine integration and optimization Not demonstrated by these projects Your team, or scoped separately

      FAQ's: Game Art for AA & Mid-core Studios

      What is the difference between AA and mid-core?

      arrow
      AA describes production scale and budget, between indie and AAA. Mid-core describes a game's depth and audience, between casual and hardcore. They are separate dimensions: an AA project is not automatically mid-core, and a mid-core game can come from a studio of any size.

      Why do AA and mid-core studios outsource art?

      arrow
      A lean team can keep art direction, style and hero assets in-house but may lack headcount for the full asset list. Outsourcing adds defined capacity for a milestone or update without permanent hires, while creative control stays with the studio.

      Which games have your art?

      arrow
      Squad, Starship Troopers: Extermination, Mutant Year Zero: Road to Eden, Miasma Chronicles, Corruption 2029 and Ready Or Not. The work covers weapons, vehicles, props, environments, concept art and skins, made with developers including The Bearded Ladies and Offworld Industries.

      Can our team keep the art direction?

      arrow
      Yes. Your art director sets the style, references and approvals, and we produce to them. With Outstaffing, our artists work inside your pipeline under your lead. Each batch is reviewed by our lead artist before your team sees it.

      How do approvals and confidentiality work?

      arrow
      At each milestone or review stage, your contact person gives written approval or revision notes within the agreed timeframe. Silence does not count as approval unless agreed otherwise in writing. We can sign an NDA before project details are shared.

      How do I get an estimate?

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

      Scaling Art for Your
      Next Milestone?

      Tell us what your team keeps in-house and what you need produced. We come back with questions and a draft scope in 1–2 business days.

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        Military UAV drone 3D model with wing-mounted missiles