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      Hero image · MYZ bike props

      PLAYSTATION & XBOX GAME ART STUDIO

      Made to read
      from the couch

      Weapons, props and environments for console games – production art from Mutant Year Zero: Road to Eden and Miasma Chronicles, both released on PlayStation and Xbox.

      Request a Quote
      Mission: Console Game Art Request a Quote
      Miasma Chronicles heavy sci-fi weapon with exposed wiring – 3D weapon art by Nasty Rodent

      01 · The Platform

      ConsoleGames

      Console games target a defined set of hardware models and reach players through platform holders such as PlayStation and Xbox. For art, that means memory, rendering and performance requirements tied to each supported device, plus platform-specific rules that the project has to meet.

      Unlike the broad range of PC configurations, console development targets specific devices, and asset budgets are planned against the requirements of each one. Defining budgets early helps teams control memory use, visual quality and integration effort, although constraints may be refined during development. Asset readability depends on the game's camera, display conditions and viewing distance, so silhouettes, contrast, materials and surface detail are balanced against those factors.

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

      CONTEXT 01

      Tactics & Adventure on Console

      Turn-based tactics and adventure games played with a controller. Cover, weapons and props must read from the game camera, with detail balanced against the viewing distance.

      Art priority: readable silhouettes, clear cover and props, consistent scale

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

      CONTEXT 02

      Console Hardware Generations

      Different console generations have different performance and memory targets. Art production follows the specifications of each project rather than assuming that requirements carry over unchanged between generations.

      Art priority: platform-specific asset budgets, readability and consistent visual quality

      Examples: Mutant Year Zero: Road to Eden (PlayStation 4, Xbox One) · Miasma Chronicles (PlayStation 5, Xbox Series X|S)

      CONTEXT 03

      PC-First Games Coming to Console

      Some games start on PC and reach consoles at full release or later. Content built for PC then has to meet console memory, rendering and certification requirements, which is a separate scope.

      Art priority: budgets agreed with the target platforms known early, files that stay organized across versions

      PC-first games with our art that reached console: Starship Troopers: Extermination (PlayStation 5, Xbox Series X|S) · Ready Or Not (PlayStation 5, Xbox Series X|S)

      These are console releases of games featuring our art; our involvement in the platform ports is not documented.

      CONTEXT 04

      Nintendo Switch

      A console that can be played docked or in handheld mode, where performance and memory limits may be tighter and art has to stay readable on a smaller screen.

      Art priority: scene complexity, texture budgets and readability planned for the hardware

      On Switch: Mutant Year Zero: Road to Eden

      Looking at tactics from the gameplay side?

      See our tactics & strategy game art.

      02 · Platforms

      Where Console Games Ship

      Console releases are shaped by the hardware generation, the platform holder's technical requirements and the way players see the game. Each platform is a separate release with its own checks.

      gamepad

      PlayStation

      Controller-first play and defined hardware targets. Each PlayStation release is planned for the console generations it supports.

      On PlayStation

      Mutant Year Zero: Road to Eden (PS4) · Miasma Chronicles (PS5) · Starship Troopers: Extermination (PS5) · Ready Or Not (PS5)

      gamepad

      Xbox

      Xbox releases have their own technical requirements and approval process, and the hardware targets can differ between models of the same generation.

      On Xbox

      Mutant Year Zero: Road to Eden (Xbox One) · Miasma Chronicles (Xbox Series X|S) · Starship Troopers: Extermination (Xbox Series X|S) · Ready Or Not (Xbox Series X|S)

      pc

      One Game, Several Platforms

      A single title often ships on several platforms. Mutant Year Zero: Road to Eden appeared on PC, PlayStation 4, Xbox One and Nintendo Switch; Miasma Chronicles on PC, PlayStation 5 and Xbox Series X|S. The art direction stays the same, while the technical frame differs by platform and is agreed with your team.

      Retro computer terminals on pedestals from Starship Troopers: Extermination – 3D props by Nasty Rodent

      03 · Engine

      Unreal Engine and Delivery Scope

      4Unreal Engine
      titles
      2confirmed
      UE5
      1confirmed
      UE4
      1version
      unspecified

      All four console 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, platform builds and final validation are defined separately in the project scope.

      Task Who does it
      Asset production: modeling, texturing, materials Nasty Rodent
      Specifications: naming, budgets, formats Agreed with your team at the brief
      Engine integration, platform builds, memory and performance profiling Your team, unless included in the scope
      Platform certification and submission Your team and the platform holder
      Console porting as a separate service Not demonstrated by these cases; any such support would need to be confirmed and scoped separately

      04 · Studios

      Who We Build Console Art For

      Console projects require asset production to align with defined hardware targets and platform-specific requirements. The outsourcing model depends on which art and technical responsibilities stay with your internal team.

      Studio What you need Typical scope How we plug in
      Independent and AA teams planning a console release Art capacity while the core team builds the platform versions Weapon sets, prop libraries, environment kits A dedicated team under our art director
      Teams on a sequel for the next hardware generation The same visual standard from one release to the next New weapons, props and locations in an established style A long-term partner working to your art bible
      First-time and pre-production teams A slice that shows the look to a publisher or platform One key location, one weapon set, supporting props A fixed-scope pilot, then production

      Scoping the art for your first playable slice

      05 · How We Work

      Direct or Part of Your Team

      Console productions run through planning, production and submission, and the setup that suits one stretch rarely suits the next. Choose the model for where you are – it can change as the project does.

      01

      Direct Engagement

      You provide an agreed asset list – weapons, props or environments – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.

      02

      Team Extension

      Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.

      03

      Targets First

      Before production we agree the technical frame with your team: target platforms, memory and texture budgets, naming and file delivery. Platform builds, profiling and certification stay with your engineers unless the scope says otherwise.

      06 · Cases

      Console Games With Our Art

      Two tactics games by The Bearded Ladies, both released on PlayStation and Xbox, and two PC-first shooters that later reached console. The games are the evidence of asset production; they do not by themselves show our work on individual console builds.

      Mutant Year Zero: Road to Eden weapons, props and environment assets by Nasty Rodent
      CASE 01
      01

      Mutant Year Zero: Road to Eden

      Tactical adventure by The Bearded Ladies in a post-human world, released on PC, PlayStation 4 and Xbox One, with a later Nintendo Switch version. 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 02
      02

      Miasma Chronicles

      Tactical adventure by The Bearded Ladies, published by 505 Games and set in a wasteland torn apart by a force known as the Miasma. It launched on PC, PlayStation 5 and Xbox Series X|S. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case
      Starship Troopers: Extermination octagonal glass containment pod – 3D prop art by Nasty Rodent for Offworld Industries
      CASE 03
      03

      Additional Games With Console Releases

      Two more games with our art came to PlayStation 5 and Xbox Series X|S after starting on PC. Starship Troopers: Extermination (props, environment assets and aircraft) reached consoles at its 1.0 release. Ready Or Not (environments only) followed in 2025. Our involvement in the console versions is not documented.

      3D props · 3D environment · 3D aircraft View the Starship Troopers: Extermination case View the Ready Or Not environment work

      06 · The Evidence

      What is confirmed and what we agree with you

      Art category Delivered on our console-released games Agreed with you at the brief
      Weapons Mutant Year Zero, Miasma Chronicles Real or invented, attachments, variants
      Props Mutant Year Zero, Miasma Chronicles, Starship Troopers: Extermination Kit size, variants, reuse
      Environments Mutant Year Zero, Miasma Chronicles, Starship Troopers: Extermination, Ready Or Not Locations, modular kits, scale
      Aircraft Starship Troopers: Extermination Detail by camera distance
      Budgets per target platform Not shown as a separate result on these cases Target platforms and memory limits from your team
      Console ports, platform builds, profiling, certification Not demonstrated by these projects Scope agreed separately

      FAQ's: Console Game Art

      What makes console game art different from PC?

      arrow
      Console games target defined hardware models and go through platform requirements. Assets are planned against the memory and performance limits of each supported device, and readability depends on the camera, display and viewing distance of the specific game.

      Which console games have your art?

      arrow
      Mutant Year Zero: Road to Eden (PlayStation 4, Xbox One, Nintendo Switch) and Miasma Chronicles (PlayStation 5, Xbox Series X|S), plus Starship Troopers: Extermination and Ready Or Not on PlayStation 5 and Xbox Series X|S. Our work covers weapons, props, environments and aircraft.

      Do you port games to console?

      arrow
      Our published cases do not demonstrate console porting as a separate service. They document asset production for games with console releases. Platform builds, profiling and certification are handled by your development and publishing teams; any extra technical support would be confirmed and scoped separately.

      Can PC assets be reused on console?

      arrow
      They can be a starting point, but platform-specific memory, rendering and performance requirements may call for adaptation. We agree the target platforms and budgets with your team at the brief, so any adaptation is planned rather than discovered late.

      Can you match our target platform budgets?

      arrow
      We deliver to the specifications you set: geometry and texture budgets, material conventions, collision and LODs where required. Your team defines the targets for each platform and runs profiling; we agree the limits with you before production starts.

      How do I get an estimate for a console game?

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

      Building a
      Console Game?

      Tell us about your game, your target platforms and your content plan. 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