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Made for the
handheld screen
Weapons, vehicles, props and environments for PC games – production art from seven PC titles, all available on Steam.
7 PC games with our art All 7 available on Steam
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01 · The Platform
Handheld PCs are portable computers built for playing PC games, such as Valve's Steam Deck, which runs SteamOS and plays Windows games through the Proton compatibility layer. Games come from the same stores as on a desktop, but are played on a smaller built-in display with integrated gamepad controls and a limited power budget.
For art, a handheld screen changes what players can see. Text, icons, signage and small props that look fine on a monitor may need a second look at roughly seven inches, and assets are judged against the performance targets your team sets for the device. Other Windows handhelds differ in screen size, resolution and hardware, so each project defines its own target list.
Art for handheld PC: weapons · vehicles · props · environments
CONTEXT 01
Both Steam Deck models use a 1280 × 800 display, so the same scene is shown at far lower resolution than on a typical desktop monitor. Valve's compatibility guidance sets a minimum height of 9 pixels for on-screen interface text at that resolution and recommends 12. It is not a rule for lettering painted into textures, which depends on the camera distance and the game.
Art priority: legible in-world text and signage, clear icons, props that read at a glance
Agreed at the brief: target devices, minimum on-screen sizes for text and icons
CONTEXT 02
Handheld PCs typically rely on integrated gamepad controls, although supported input methods vary by device and game. Prompts, icons and interaction cues have to match the input the player is using.
Art priority: consistent icon sets, readable interaction cues, props that signal what can be used
Agreed at the brief: supported input, who designs prompt and icon art
CONTEXT 03
Handheld hardware runs on a limited power budget, and Valve's compatibility review expects a playable frame rate in the default configuration. Texture sizes, material counts and mesh complexity all affect how heavy a scene is.
Art priority: disciplined texture sizes, shared materials, modular kits, controlled mesh complexity
Agreed at the brief: budgets for the target devices, which assets are shared with the desktop version
CONTEXT 04
Most handheld PC games are the same PC games players run on a desktop. A single art library serves both, so organized source files and a stable style reference matter when a handheld version is added later.
Art priority: reusable assets, consistent style, clear naming
Games with our art on Steam: the seven PC games shown in Cases (Steam Deck ratings are assigned per game by Valve's review)
Looking at the platform from the genre side?
See our shooter game art.
02 · Platforms
Public specifications show what the target looks like. Exact requirements for a project come from your team and the platform.
Two models: an LCD version with a 7-inch display at up to 60 Hz and an OLED version with a 7.4-inch display at up to 90 Hz. Both show 1280 × 800, carry 16 GB of memory and run SteamOS 3.
Valve rates games on the Steam Deck as Verified, Playable, Unsupported or Unknown. A Verified game passes checks for controller input, text legibility, a playable default configuration and seamless launch. The rating is set through Valve's compatibility review and can change over time.
Windows-based handhelds differ in screen size, resolution and hardware. A project lists the devices it supports, and the art specifications follow that list.
03 · Engine
The engine and middleware are chosen by your team; we deliver to the pipeline you use. For a handheld project we agree a specification sheet with your team: target devices, minimum on-screen sizes for text and icons, geometry and texture budgets, material conventions, naming and file structure. We produce assets to that sheet and organize the source files for handoff.
| Task | Who does it |
|---|---|
| Asset production: weapons, vehicles, props, environments | Nasty Rodent |
| Specification sheet: devices, budgets, naming, formats | Agreed with your team at the brief |
| Organized source files and handoff | Nasty Rodent |
| Engine integration, controller support, performance profiling | Your team, unless included in the scope |
| Steam Deck compatibility review and ratings | Your team and the platform holder |
| Interface and icon design for controller play | Offered as a separate UX/UI service; not shown on our PC cases |
| Optimizing a game for handheld hardware, or porting it | Not demonstrated by our cases; any such support would need to be confirmed and scoped separately |
04 · Studios
The right setup depends on how early the handheld audience is part of the plan.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Teams building a PC game with handheld in mind | Art planned for small screens and device budgets from the start | Weapon sets, vehicles, prop libraries, environment kits to your specifications | A dedicated team under our art director |
| Teams preparing a finished PC game for handhelds | Additional assets in the existing style | Possible scope: props and environment pieces built to your style reference and art bible | Confirmed at the brief |
| Teams with a live PC game | Steady content that works on desktop and handheld | New content batches against an agreed specification sheet | A long-term partner or Team Extension |
Scoping the art for your first playable slice
05 · How We Work
Handheld production runs from target devices to art specifications, production and handoff. Choose the model for where you are – it can change as the project does.
You provide an agreed asset list – weapons, vehicles, 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 the technical frame with your team: target devices, minimum on-screen sizes, budgets and naming. Production follows those specifications, and handoff is organized to match them. Integration, profiling and the compatibility review stay with your engineers unless the scope says otherwise.
06 · Cases
We have not published a project delivered specifically for Steam Deck or another handheld PC. The closest evidence is our PC work: seven games, all available on Steam, with assets produced to agreed specifications.
PC games on Steam
Squad, Starship Troopers: Extermination, Mutant Year Zero: Road to Eden, Miasma Chronicles, Corruption 2029, La Quimera and Ready Or Not. Our work covers weapons, vehicles, props and environments, depending on the game. Steam Deck ratings are assigned per game by Valve's review, and our involvement in any handheld version is not documented.
Offworld Industries' tactical military shooter, sold on Steam. Our team made realistic military content: finished weapons and vehicles, with concept art for unique weapon skins.
View the Squad case
Offworld Industries' co-op shooter for up to 16 players, on PC, PlayStation 5 and Xbox Series. We contributed props and environment assets, supported the development of game locations and produced aircraft.
View the Starship Troopers: Extermination case
Tactical adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.
View the Mutant Year Zero case
Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.
View the Miasma Chronicles case07 · The Evidence
| Topic | Confirmed on our cases | Agreed with you at the brief |
|---|---|---|
| Weapons | Squad, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera | Real or invented, attachments, variants |
| Vehicles and aircraft | Squad, Corruption 2029, Starship Troopers: Extermination | Detail by camera distance |
| Props and environments | Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera, Ready Or Not (environments only) | Kit size, locations, scale |
| Games available on Steam | All seven (public store data) | Not applicable |
| Readability and budgets for handheld screens | Not shown as a separate result on these cases | Target devices, minimum sizes, limits from your team |
| Optimization for handhelds, compatibility review, porting | Not demonstrated by these projects | Scope agreed separately |
Building a PC Game
for Handhelds?
Tell us about your game, your target devices and your content plan. We come back with questions and a draft scope in 1–2 business days.