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Art built to
platform limits
Characters, props and environments produced to your specifications and the platform's asset rules.
stylized characters, props and UI/UX for two mobile games
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01 · The Platform
Roblox is a platform where creators build and publish 3D experiences, and a community of creators also makes avatar items and assets for others. Players open experiences on phones, consoles, desktops and VR headsets. For art, that means assets built to platform limits, in styles that stay readable across many devices.
Roblox publishes its own asset specifications, so each project starts from the current rules and your style guide. Limits may change, and your team confirms the version that applies.
Art for Roblox: characters · props · environments · concept art · UI/UX
CONTEXT 01
Roblox's general modeling specifications limit individual meshes to 20,000 triangles, while avatar assets follow their own category-specific requirements. Geometry must meet the platform's mesh and export rules, with additional limits for accessories and character assets.
Art priority: efficient topology, clean silhouettes, textures that carry the detail
Agreed at the brief: current platform limits, per-asset budgets
CONTEXT 02
Rigid accessories attach to points on an avatar's body, and Roblox sets separate limits for them: up to 4,000 triangles, a single mesh, and textures of up to 2048 × 2048 for Marketplace items. Accessories are small, so shape and color have to read at a glance.
Art priority: bold silhouettes, a clear color palette, consistent style across a set
Agreed at the brief: item types and categories, which specification applies
CONTEXT 03
Roblox experiences run from mobile to console to desktop to VR, and Roblox notes that reducing memory use widens the audience, especially on mobile. Texture sizes, mesh counts and material choices all affect how heavy a scene is.
Art priority: disciplined texture sizes, modular kits, reusable assets
Agreed at the brief: target devices, budgets, shared assets
CONTEXT 04
Roblox is full of creator content, so a consistent, recognizable style helps an experience or item set stand apart. A stable style guide keeps a growing asset library coherent.
Art priority: a defined style, reusable assets, clear naming
Our related work: stylized characters, props and UI on two mobile games (see Cases)
Looking at the platform from the genre side?
See our casual and puzzle game art.
02 · Platforms
Public documentation shows what the target looks like. Exact requirements for a project come from your team and the platform.
Roblox Studio is the environment for building, scripting, testing and publishing experiences. Models, textures and animations created elsewhere are imported into it.
The Marketplace covers items for a player's avatar, such as accessories and clothing. Publishing avatar items requires an eligible Roblox creator account and compliance with the platform's current verification, payment and moderation requirements. Marketplace submission remains the client's responsibility.
The Creator Store is where creators publish and share assets such as models, audio and plugins that other creators use when building experiences.
03 · Engine
The platform tools are chosen by your team; we deliver to the specification sheet. For a Roblox project we agree it with your team: the current platform limits, per-asset budgets, texture sizes, file formats, naming and file structure. We produce assets to that sheet and organize the source files for handoff.
Possible scope, confirmed at the brief:
| Deliverable | Detail |
|---|---|
| Low-poly 3D models | Characters, props and environment pieces within the triangle budgets you set |
| UV layouts and textures | Textures sized to the platform's rules, with one material per mesh where required |
| Rigged characters and accessories | Models prepared for your rig and attachment setup |
| Concept art and style guide | Look development before production starts |
| UI and icon art | Interface elements and item icons |
| Source files and handoff | Organized, named, editable files |
| Task | Who does it |
|---|---|
| Asset production: models, textures, concept art, UI | Nasty Rodent |
| Specification sheet: limits, budgets, formats, naming | Agreed with your team at the brief |
| Organized source files and handoff | Nasty Rodent |
| Studio import, scripting, experience building, publishing | Your team; not part of our services |
| Marketplace submission through an eligible creator account, verification, moderation | Your team and the platform |
| Optimizing assets to Roblox limits, adapting existing assets | Possible scope; not demonstrated by our cases, confirmed and scoped separately |
04 · Studios
The right setup depends on what you are launching.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Teams building a Roblox experience | A style and an asset library planned around platform limits | Possible scope: characters, props, environment kits, concept art to your specifications | A dedicated team under our art director |
| Teams launching avatar items | A coherent set of items in one style | Possible scope, a separate work type with its own specification: item concepts and models built to your style guide and art bible | Confirmed at the brief |
| Teams bringing an existing game or brand to Roblox | Additional assets in the existing style | New asset batches built to your style reference | A long-term partner or Team Extension |
Scoping the art for your first playable slice
05 · How We Work
Choose the model for where you are – it can change as the project does.
You provide an agreed asset list – characters, props, environments or concept art – 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 specification sheet described above, and production and handoff follow it. Studio import, scripting and publishing stay with your team.
06 · Cases
We have not published a project delivered for Roblox. The closest evidence is our work on two stylized mobile games.
Concept art, 2D and 3D characters, rig, 2D props and environment, 2D and 3D animation, and UI/UX. A Roblox version is not documented.
View the Bubble Quest of Vikings case
UX/UI, 2D props, 2D environment and concept art. A Roblox version is not documented.
View the Wave Master case07 · The Evidence
| Topic | Confirmed on our cases | Agreed with you at the brief |
|---|---|---|
| Stylized characters and rig | Bubble Quest of Vikings | Style, poly budget, rig setup |
| Props and environments | Bubble Quest of Vikings (2D), Wave Master (2D) | Kit size, scale, limits |
| Concept art and UI/UX | Bubble Quest of Vikings, Wave Master | Style guide, screen sizes |
| Assets for Roblox experiences | Not shown on these cases | Platform limits and formats from your team |
| Work within Roblox's asset limits, avatar items | Not demonstrated by these projects | Scope agreed separately |
| Experience development, scripting, publishing | Not part of our services | Handled by your team |
Building for
Roblox?
Tell us about your experience or item set, your style and your content plan. We come back with questions and a draft scope in 1–2 business days.