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      Hero image · Miasma Chronicles building

      Game Art for Multi-Platform Releases

      One game,
      several platforms

      Weapons, props and environments for games released on PC and consoles – production art from Mutant Year Zero: Road to Eden and Miasma Chronicles.

      Request a Quote
      Mission: Multi-Platform Game Art Request a Quote
      Goggles from Mutant Year Zero: Road to Eden shown from several angles – 3D prop art by Nasty Rodent

      01 · The Platform

      2 games on several platforms

      Cross-PlatformGames

      Cross-platform game art serves a game released on more than one platform, such as PC and consoles. One art library has to work across versions that differ in hardware targets, input methods and store requirements. The term can also mean cross-play between platforms, which the game's developers decide and build.

      For art, a shared library is both an advantage and a constraint. The same weapons, props and environments can carry the look of a game from one version to the next, but each platform may set its own memory, performance and interface requirements. Teams that plan those differences early spend less time reworking assets once a second or third platform is added.

      Art for multi-platform releases: weapons · props · environments · concept art

      CONTEXT 01

      A Shared Asset Base

      One library of models, textures and materials feeds every version of the game, so consistent naming, organized files and a clear style reference matter more than they do for a single release.

      Art priority: consistent style, organized source files, assets that can be reused across versions

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

      CONTEXT 02

      Different Targets per Platform

      PC, consoles and handhelds offer different memory and performance. Budgets can be set per platform or for the weakest target, and that choice is made before production starts.

      Art priority: budgets agreed per target platform, texture and geometry limits written into the brief

      Agreed at the brief: target platforms, budgets, which versions share assets

      CONTEXT 03

      Different Inputs, Different Interfaces

      Mouse and keyboard, a controller or a touch screen change how players read prompts, icons and menus. Props and interface elements that are clear on a monitor may need a second look elsewhere.

      Art priority: readable icons and prompts, scalable UI, assets that hold up at different viewing distances

      Agreed at the brief: supported inputs and screen types

      CONTEXT 04

      Staggered Releases

      Platforms do not always launch together. Mutant Year Zero reached PC, PlayStation 4 and Xbox One on the same day and Nintendo Switch later, so a library has to stay in order for months after the first release.

      Art priority: versioned source files, clear handoff records, a stable style reference

      Example: Mutant Year Zero: Road to Eden (PC, PlayStation 4, Xbox One, then Nintendo Switch)

      Looking at this from the genre side?

      See our tactics & strategy game art.

      02 · Platforms

      Platforms a Game Can Ship On

      Each platform is a separate release with its own technical checks, so a multi-platform game is planned as a set of versions rather than a single build.

      monitor

      PC

      A wide range of hardware, mouse and keyboard or controller input, and distribution through stores such as Steam and Epic Games Store.

      With our art on PC

      Mutant Year Zero: Road to Eden · Miasma Chronicles

      tablet-land

      PlayStation & Xbox

      Defined hardware targets for each console generation, controller input and platform holder requirements.

      With our art on console

      Mutant Year Zero: Road to Eden (PS4, Xbox One) · Miasma Chronicles (PS5, Xbox Series X|S)

      mobile

      Nintendo Switch

      A console that can be played docked or in handheld mode, where performance and memory limits may be tighter.

      With our art on Switch

      Mutant Year Zero: Road to Eden

      Miasma Chronicles monolith tower props shown from several angles – 3D environment art by Nasty Rodent

      03 · Engine

      Specs for Several Platforms

      2tactics games with our art
      on PC and console
      4platform families between them:
      PC, PlayStation, Xbox, Switch
      2games on
      Unreal Engine

      Both games run on Unreal Engine; the versions describe the games, not our working setup. For a multi-platform project we agree a specification sheet with your team: target platforms, budgets per platform or per tier, naming, material conventions and file structure. We produce assets to that sheet and organize the source files so your team can build every version from the same library.

      Task Who does it
      Asset production: modeling, texturing, materials Nasty Rodent
      Specification sheet: platforms, budgets, naming, formats Agreed with your team at the brief
      Organized source files and handoff for every version Nasty Rodent
      Platform builds, per-platform profiling, certification Your team and the platform holders
      Porting a game to another platform Not demonstrated by these cases; any such support would need to be confirmed and scoped separately

      04 · Studios

      Who We Build Multi-Platform Art For

      The right setup depends on how many platforms you plan and when each one arrives.

      Studio What you need Typical scope How we plug in
      Teams launching on PC and console One art library that serves every version Weapon sets, prop libraries, environment kits A dedicated team under our art director
      Teams adding a platform after launch New or adapted assets in the existing style Additional props and environments to your style reference Production to your art bible
      Teams building a long-term library A consistent look across expansions and later versions New content batches in an established style A long-term partner or Team Extension

      Scoping the art for your first playable slice

      05 · How We Work

      Direct or Part of Your Team

      Multi-platform production starts with a list of platforms and ends with a library your team can build from. 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

      Platform Matrix First

      Before production we agree a platform matrix with your team: which versions are planned, which share assets, and the budgets for each. Production follows that sheet, and handoff is organized to match it. Builds, profiling and certification stay with your engineers unless the scope says otherwise.

      06 · Cases

      Multi-Platform Games With Our Art

      Two tactics games by The Bearded Ladies, each released on PC and on PlayStation and Xbox, one of them also on Nintendo Switch. The games show the range of platforms our assets appear on; they do not show our work on individual platform versions.

      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 in a post-human world, released on PC, PlayStation 4 and Xbox One in 2018, with a Nintendo Switch version in 2019. 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 set in a wasteland torn apart by a force known as the Miasma, released in 2023 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

      06 · The Evidence

      What is confirmed and what we agree with you

      Topic Confirmed on our cases Agreed with you at the brief
      Weapons, props, environments Mutant Year Zero, Miasma Chronicles Style, kit size, variants, reuse
      Release on several platforms Both games (public release data) Which versions share which assets
      Budgets per platform Not shown as a separate result on these cases Targets and limits from your team
      Cross-play, cross-progression Not part of our scope Defined by your developers
      Porting, platform builds, profiling, certification Not demonstrated by these projects Scope agreed separately

      FAQ's: Cross-Platform Game Art

      What does cross-platform mean for game art?

      arrow
      It means one art library serves several versions of a game, for example on PC and consoles. Each version may set its own memory, performance, input and store requirements, so budgets and file structure are agreed before production rather than adjusted afterwards.

      Which multi-platform games have your art?

      arrow
      Mutant Year Zero: Road to Eden (PC, PlayStation 4, Xbox One, Nintendo Switch) and Miasma Chronicles (PC, PlayStation 5, Xbox Series X|S). Our work on both covers weapons, props and environments. The platform lists describe the games, not our involvement in each version.

      Do you port games to other platforms?

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

      Can the same assets be used on every platform?

      arrow
      Often a large part can be shared, but each platform may need different budgets or adjustments. We agree which versions share assets and the limits for each at the brief, so any adaptation is planned from the start and reflected in the file structure.

      Do you work on cross-play or cross-progression?

      arrow
      No, those are design and technical systems built by the game's developers. Our part is the art: models, textures and materials, plus the organized files your team needs to ship the same game on several platforms.

      How do I get an estimate for a multi-platform game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list, planned 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.

      Planning a Multi-Platform
      Release?

      Tell us about your game, your platforms and your content plan. We come back with questions and a draft scope in 1–2 business days.

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        ⊙We usually reply within 1–2 business days
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        • No hidden costs - ever
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