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Built to your pipeline
ready for handoff
Props, environments, weapons and vehicles built to your specifications, reviewed at agreed milestones and delivered as organized source files.
3 Unreal Engine games with our props, environments, weapons and vehicles
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01 · The Segment
AAA studios are large or well-funded developers and publishers that build big-budget games with large teams, long production cycles and high visual standards. Their art pipelines run on detailed specifications, milestone reviews and written approvals. Nasty Rodent supports that kind of production with props, environments, weapons and vehicles built to the client's requirements.
Art for AAA-level productions: props · environments · weapons · vehicles · concept art
FEATURE 01
Big budgets and large teams often split work across many departments and external partners. Art outsourcing helps absorb peaks in asset demand, such as a milestone push or a content update, without growing the permanent team.
Art priority: predictable throughput, consistent quality across large asset batches
Agreed at the brief: batch sizes, asset classes, delivery cadence
FEATURE 02
Production is commonly organized around milestones, with deliveries reviewed before the next stage begins. Vendors are expected to deliver what was agreed, when it was agreed, and to respond to review notes inside the same process.
Art priority: clear stages, documented feedback rounds, written approvals
Agreed at the brief: milestones, review stages, who approves
FEATURE 03
Large projects tend to maintain art bibles, naming conventions, technical specifications and engine-specific import rules. Epic's naming convention, with prefixes such as SM_ for static meshes and T_ for textures, is one public example of such a convention. A vendor works to your standards instead of introducing its own.
Art priority: assets that import cleanly, follow naming and folder rules, and match the style reference
Agreed at the brief: engine version, specification sheet, naming and handoff format
FEATURE 04
Unreleased games carry confidential material, so access rules, NDAs and portfolio rights matter before the first file is shared. Our terms limit access to team members with a need to know, and full confidentiality, including no portfolio use, is agreed in writing before work starts.
Art priority: one coordinator on each side, controlled access to project material
Agreed at the brief: NDA, access and sharing rules, portfolio rights
Looking at the genre side?
See our shooter game art.
02 · Expectations
Public sources describe the segment in general terms. Your studio's own requirements take priority.
Studios of this scale run established review and approval processes. A partner who can work inside them, with approval stages, documented feedback and clear ownership, reduces friction for internal teams.
Budgets, scale, texel density, LODs, naming and file formats come from the client's technical art team. A partner is expected to follow them and to flag conflicts early instead of improvising.
Delivered assets need organized source files, consistent naming and a predictable folder structure so that internal artists can pick them up. We deliver in the format your pipeline requires, such as FBX, OBJ or UASSET, named to your convention. Read more about the source files handover package.
Studios ask to see work on comparable productions. The cases below name the developer, the engine and the asset types we made, without inflated claims.
03 · Production
Your team defines the pipeline. We agree on a specification sheet covering scale, geometry budgets, LODs, textures, file formats and naming, and produce assets to it. Each batch goes through an internal art review by our lead artist before your team sees it.
Scope is confirmed at the brief:
| Deliverable | Detail |
|---|---|
| Props and environment kits | Built to your style reference, scale and budgets |
| Weapons | Real or invented designs, with the variants you specify |
| Vehicles and aircraft | Built to the detail level of your asset class |
| Concept art | Look development and design exploration before production |
| Source files and handoff | Organized, named, editable files in your agreed format |
| Art bible and scope documents | Supporting documents such as an art bible |
| Task | Who does it |
|---|---|
| Asset production: props, environments, weapons, vehicles, concept art | Nasty Rodent |
| Specification sheet: budgets, formats, naming, engine rules | Agreed with your team at the brief |
| Milestone reviews and written approvals | Your team approves under the agreed terms; we coordinate |
| Engine integration, level building, gameplay and optimization | Your team; not part of our services unless scoped separately |
| NDA, access rules and security conditions | Agreed in writing before work starts |
04 · Studios
The right setup depends on your role in the production.
| Role | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Art directors and art leads | Extra capacity in a defined style | Props, environment kits, weapons built to your art bible | Project-Based or Ongoing Support |
| Producers and outsourcing managers | A partner with predictable stages and approvals | Asset batches tied to milestones | Project-Based, milestone by milestone |
| Technical art leads | Assets that follow your specs and import cleanly | Specification-driven batches with organized handoff | Outstaffing inside your pipeline |
| Studios scoping a milestone | Clarity on art scope before committing | A defined first slice of the game | Confirmed at the brief |
Scoping the art for your first playable slice
05 · How We Work
We structure production around your pipeline. Choose the model for your current stage; it can change as the project does.
Approvals in all three models: deliveries follow the review and approval stages set in the project agreement, with a contact person on your side. Written acceptance and response timelines are governed by the agreed terms.
A fixed scope, defined deliverables and milestone payments. Suited to a defined asset list for a specific milestone.
Monthly capacity allocated to your project, with volume that follows your production schedule. One team keeps your conventions across batches without re-onboarding.
Our artists work inside your pipeline, under your art direction. You manage the process; we provide the capacity and the skill.
06 · Cases
We do not label our clients or titles by budget tier. The cases below show the work itself: the developer, the engine and what we produced to each project's technical requirements and visual style.
With Offworld Industries, we created props, environment and aviation assets and helped develop game locations for a game built on Unreal Engine 5, to the project's technical requirements and visual style.
View the Starship Troopers: Extermination case
With The Bearded Ladies, under publisher 505 Games, we created weapons, props and environment assets for a game built on Unreal Engine, to the project's technical standards and visual style.
View the Miasma Chronicles case
With The Bearded Ladies, we created weapons, props and environment assets for a game built on Unreal Engine 4, to the project's technical standards and visual style.
View the Mutant Year Zero case07 · The Evidence
| Topic | Confirmed on our cases | Agreed with you at the brief |
|---|---|---|
| Props and environments | Starship Troopers: Extermination, Miasma Chronicles, Mutant Year Zero | Kit size, scale, style |
| Weapons | Miasma Chronicles, Mutant Year Zero | Real or invented, style, variants |
| Vehicles and aircraft | Starship Troopers: Extermination | Detail and budget by asset class |
| Unreal Engine games | Starship Troopers: Extermination (Unreal Engine 5), Miasma Chronicles (Unreal Engine), Mutant Year Zero (Unreal Engine 4) | Engine version for your project |
| Production tier of the client | Not classified on our cases | Your requirements and process |
| Confidentiality and NDA | Covered by our terms; a separate NDA can be signed | Your NDA, access rules and portfolio rights |
Planning an
AAA-Level Production?
Tell us about your milestone, your specifications and your art direction. We come back with questions and a draft scope in 1–2 business days.