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      BTR-4 armored personnel carrier from Squad – military vehicle 3D art by Nasty Rodent

      Sci-Fi & Military Game Art Studio

      Hardware that looks
      like it works

      Weapons, vehicles, props and environments for military and science-fiction games – production art from Squad, Starship Troopers: Extermination, La Quimera and Corruption 2029.

      Request a Quote
      MISSION: SCI-FI & MILITARY ART Request a Quote
      Squad weapon sheet with damage map – military weapon 3D art by Nasty Rodent

      01 · The Genre

      4 sci-fi & military games

      Sci-Fi & Military Games

      Sci-fi and military games are built around armed conflict and the hardware that fights it. Military games draw on real-world forces, weapons and vehicles, while sci-fi games carry that conflict into the future, into space or into an invented world. Many titles blend the two: soldiers and machines that feel grounded, fighting in settings that never existed.

      For art, the genre splits into two kinds of hardware. Real equipment is judged against the original, because many players know it and notice a wrong panel line, sight or rotor. Invented equipment is judged on whether it feels engineered: it needs a clear design language, believable function and wear, so a weapon never looks like a prop. Either way, hard-surface assets are seen up close and at distance, they carry faction identity, and they stay in the player's view for the whole session.

      Art for sci-fi & military: weapons · vehicles · props · environments · concept art

      SUBGENRE 01

      Modern Military Simulation

      Present-day forces, real equipment and combined-arms play. Players know the hardware, so accuracy to the original is part of the product.

      Art priority: real-world weapons and vehicles built from technical reference, realistic weapon sets, unique skins

      Example: Squad – 100-player tactical military FPS

      SUBGENRE 02

      Military Sci-Fi & Space Warfare

      Soldiers fighting an interstellar enemy with technology that exists only in the fiction. The look still has to feel military: practical, worn, built to be used.

      Art priority: modular prop kits, sci-fi environment sets, aircraft and ships that match the established universe

      Example: Starship Troopers: Extermination – 16-player co-op FPS against the Bugs

      SUBGENRE 03

      Dystopian Near-Future Conflict

      A world a few decades from now, with mercenaries, corporations and advanced weapons. The hardware is invented, but it should look like an extension of what exists today.

      Art priority: concept-led weapon design, futuristic weapons and props, skin variants

      Example: La Quimera – story-driven FPS in dystopian future Latin America

      SUBGENRE 04

      Tactical Military Strategy

      War seen from a distance, with a squad on a map and turns that decide the outcome. Vehicles, weapons and cover must read at the camera height before any detail is noticed.

      Art priority: vehicles with clear silhouettes, weapons recognizable at map distance, cover props

      Example: Corruption 2029 – turn-based tactics in a war-torn America

      Looking at the genre from the gameplay side?

      See our tactical & FPS shooter game art and tactics & strategy game art.

      02 · What changes in production

      Real vs Invented Hardware

      Most projects mix both worlds, but the brief reads differently depending on where the hardware comes from.

      Real-world military hardware Invented sci-fi hardware
      Starting point Technical and visual reference of the real machine Concept art or a fictional design language
      Weapons Proportions, mechanisms and configuration of the real model Believable function and one recognizable look per faction
      Vehicles Faithful to the reference and built for use in the game Form that matches purpose and the rules of the universe
      Environments Recognizable military and industrial structures Architecture and technology with rules of their own
      What the art director guards Fidelity to the original Consistency inside the fiction

      03 · Platforms

      Where Sci-Fi and Military Games Ship

      Military and sci-fi games found their audience on PC, and the platform is still where most of them start. Bigger productions now add PlayStation and Xbox, so one hardware library has to look right on a desk monitor and on a living-room TV.

      steam

      PC & Steam

      Players sit close, run high resolutions and study their loadout. Weapon and vehicle detail gets the most scrutiny here, so material quality and panel logic are visible.

      On PC

      Squad · Starship Troopers: Extermination · La Quimera · Corruption 2029

      ps xbox

      PlayStation · Xbox

      Couch distance and fixed memory. Strong silhouettes and clear material separation carry the read, and the technical budget is set with you at the start.

      On console

      Starship Troopers: Extermination (PS5, Xbox Series X|S)

      F-16 fighter jet from Squad – military aircraft 3D model by Nasty Rodent

      04 · Engine

      Unreal Engine

      4 of 4sci-fi and military games
      with our art run on
      Unreal Engine
      2on Unreal
      Engine 5
      2on Unreal
      Engine 4

      All four games in this genre portfolio were built on Unreal Engine. Before production we agree your naming, materials, LODs, collision and texture limits, then test each asset in the engine before it reaches you.

      Squad: UE5 · Starship Troopers: Extermination: UE5 · La Quimera: UE4 (modified) · Corruption 2029: UE4

      05 · By Studio

      Who We Build Sci-Fi & Military Art For

      Hard-surface scope grows fast: every faction needs its own weapons, vehicles and props, and every variant multiplies the list. The right setup depends on how much of that library your team wants to own.

      Studio What you need Typical scope How we plug in
      Independent and AA military studios Hardware capacity without a full in-house hard-surface team Weapon and vehicle lines, prop sets, environment kits A dedicated team under our art director
      Teams with a fictional universe A consistent look for invented factions and technology Concept-led weapons, sci-fi props, skin variants A long-term partner working to your art bible
      First-time and pre-production teams A hero weapon or vehicle that sells the game to a publisher One weapon, one vehicle, one key location A fixed-scope pilot, then production

      Scoping the art for your first playable slice

      06 · How We Work

      Direct, Subcontract or Part of Your Team

      Sci-fi and military productions grow in waves: first the core arsenal, then new factions, seasons and expansions. Choose the setup for the stretch you are in – it can change as the project does.

      01

      Direct Engagement

      You hand over an asset list – a weapon line, a vehicle pool, a set of locations – and we run it end to end, with an art director and a project manager on our side reporting to you.

      02

      Subcontract (White-Label)

      For co-development partners and lead studios: we produce under your brand and your NDA, and the delivery goes out in your name.

      Discuss a white-label project
      03

      Team Extension

      Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.

      04

      Real or Invented Hardware

      Real equipment is built from technical reference, with manufacturer markings and branding agreed at the brief because they depend on your licensing position. Invented equipment starts from your design language or from concept art, so every weapon and vehicle belongs to one world.

      07 · Cases

      Military & Sci-Fi Games With Our Art

      Four titles, four settings – from present-day warfare to a war against alien Bugs, a dystopian near future and a war-torn America.

      Squad military vehicles and weapons 3D art by Nasty Rodent – tactical shooter assets
      CASE 01
      01

      Squad

      Offworld Industries' tactical military shooter, where large teams fight together with infantry and vehicles. Our team made realistic military content: finished weapons and vehicles, from helicopters and an armored personnel carrier to an F-16 and a UAV, with concept art for unique weapon skins.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Starship Troopers: Extermination sci-fi props and environment assets by Nasty Rodent
      CASE 02
      02

      Starship Troopers: Extermination

      Offworld Industries' co-op shooter for up to 16 players, fought on distant frontlines against the Bugs. 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
      La Quimera futuristic weapon and prop 3D art by Nasty Rodent – sci-fi FPS
      CASE 03
      03

      La Quimera

      Reburn's story-driven shooter, set in a future Latin America where microstates hire mercenary forces. Our work covered weapons and props in the game's own visual style, plus concepts for weapon skins.

      3D weapons · 3D props · weapon skin concepts View the La Quimera case
      Corruption 2029 realistic military vehicle and weapon 3D art by Nasty Rodent
      CASE 04
      04

      Corruption 2029

      Hardcore turn-based tactics by The Bearded Ladies, with a squad of four in a war-torn America. Our focus was realistic vehicles and weapons, with props for the game as well.

      3D vehicles · 3D weapons · 3D props View the Corruption 2029 case

      FAQ's: Sci-Fi & Military Art

      What art does a sci-fi or military game need from an outsourcing studio?

      arrow
      Mostly hard-surface content: weapons, vehicles, props and environments, plus skins and the concept art behind them. Across our four titles we delivered weapons on three, vehicles (aircraft included) on three, props on three and environments on one, with weapon skin concepts on Squad and La Quimera.

      Can you model real-world military weapons and vehicles?

      arrow
      Yes. On Squad, our weapons and vehicles were built from technical reference, among them helicopters, an armored personnel carrier, an F-16 and a UAV. Proportions and moving parts follow the real machine. Markings and branding are decided at the brief, because they depend on your licensing.

      Can you design and build fictional sci-fi hardware?

      arrow
      Yes. If you have designs, we build to them; if you need the look developed, our concept art service can start it. On La Quimera we produced futuristic weapons and props in the project's visual style, plus weapon skin concepts.

      Do you also create soldiers, armor and creatures?

      arrow
      Yes, character and creature art is one of our services. The four games above showcase weapons, vehicles, props and environments, so a cast can be scoped separately. See our character art for relevant examples.

      Can you match the style of our existing assets?

      arrow
      Yes. Share current assets and any art bible. We first make a single test asset to place beside yours, adjust it with your feedback, and only then produce the full batch. This is how we added props to the established universe of Starship Troopers: Extermination.

      How do I get an estimate for my sci-fi or military game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list or arsenal, the factions, your engine and platforms. A spreadsheet of asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      Building a sci-fi
      or military game?

      Tell us about your factions, your arsenal and the world they fight in. We come back with questions and a draft scope in 1–2 business days.

        Your name* Work email *
        Phone / WhatsApp Company / Website
        Tell us about your project*
        Asset type, style, scope, deadline, engine, references — anything that helps us prepare an estimate.
        * 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