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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.
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01 · The Platform
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
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
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
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
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
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.
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
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)
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
03 · 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
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
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.
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.
Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
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
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.
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.
View the Mutant Year Zero case
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.
View the Miasma Chronicles case06 · The Evidence
| 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 |
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.