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      Double-barrel shotgun with wrapped barrels and rusted metal shown from two angles – in-game 3D weapon art by Nasty Rodent

      Game Art for Steam Deck & Handheld PCs

      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

      Request a Quote
      Mission: Handheld PC Game Art Request a Quote
      Corruption 2029 key art with a glowing-eyed dark helmet, red pillars and ranks of soldiers – art by Nasty Rodent

      01 · The Platform

      Handheld PC Games

      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

      Small Screen, Fixed Resolution

      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

      Controller-First Play

      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

      Performance and Power Limits

      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

      One PC Library, Two Audiences

      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

      Steam Deck and Other Handheld PCs

      Public specifications show what the target looks like. Exact requirements for a project come from your team and the platform.

      steam

      Steam Deck

      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.

      gamepad

      Steam Deck Verified

      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.

      tablet-land

      Other Handheld PCs

      Windows-based handhelds differ in screen size, resolution and hardware. A project lists the devices it supports, and the art specifications follow that list.

      Starship Troopers: Extermination CRT computer terminals on pedestals shown from two angles – 3D prop art by Nasty Rodent for Offworld Industries

      03 · Engine

      Specs and Delivery Scope

      7PC games with our art,
      all available on Steam
      2Steam Deck models,
      both at 1280 × 800
      16 GBmemory on both
      Steam Deck models

      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

      Who We Build Handheld Art For

      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

      Direct or Part of Your Team

      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.

      01

      Direct Engagement

      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.

      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

      Target Devices First

      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

      Related Experience With Our Art

      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.

      3D weapons · 3D vehicles · 3D props · 3D environment

      UH-1H helicopter parked at a mountain camp from Squad – 3D vehicle art by Nasty Rodent for Offworld Industries
      CASE 01
      01

      Squad

      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.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Starship Troopers: Extermination surgical instruments on a metal table – 3D prop art by Nasty Rodent for Offworld Industries
      CASE 02
      02

      Starship Troopers: Extermination

      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.

      3D props · 3D environment · 3D aircraft View the Starship Troopers: Extermination case
      Mutant Year Zero: Road to Eden brick and stone rubble piles – 3D environment art by Nasty Rodent
      CASE 03
      03

      Mutant Year Zero: Road to Eden

      Tactical adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Mutant Year Zero case
      Miasma Chronicles sci-fi rifle with exposed wiring and hazard stripes – 3D weapon art by Nasty Rodent
      CASE 04
      04

      Miasma Chronicles

      Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case

      07 · The Evidence

      What is confirmed and what we agree with you

      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

      FAQ's: Handheld PC Game Art

      What makes art for handheld PCs different?

      arrow
      Handheld PCs typically have smaller built-in displays than desktop monitors, with resolutions and hardware that vary by device. Text, icons and small props have to stay readable, and texture, material and mesh budgets follow the target devices your team defines.

      What is Steam Deck Verified, and does art affect it?

      arrow
      Verified is Valve's top compatibility rating. It checks controller input, text legibility, a playable default configuration and seamless launch. Art affects legibility and budgets, but Valve assigns the rating through its review process, and developers are responsible for addressing compatibility issues in their games.

      Do your games run on Steam Deck?

      arrow
      All seven PC games with our art are available on Steam, but Steam Deck ratings are assigned per game by Valve's review and can change. We have not published a project delivered specifically for Steam Deck or another handheld.

      Do you optimize games for handheld hardware?

      arrow
      Our published cases do not demonstrate handheld optimization or porting as a separate service. They document asset production for PC games. Profiling, controller support and the compatibility review are handled by your team; extra technical support would be confirmed and scoped separately.

      Can desktop PC assets be reused on a handheld?

      arrow
      They can be a starting point, but small screens and performance limits may call for adjusted assets or lower budgets. We agree which assets are shared and the limits for the target devices at the brief, so any adaptation is planned from the start.

      How do I get an estimate for a handheld PC project?

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

        * Required fields
        ⊙We usually reply within 1–2 business days
        • Transparent pricing
        • Honest feedback
        • No hidden costs - ever
        Military UAV drone 3D model with wing-mounted missiles