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Shooter art that
holds up under fire.
We work as a subcontracting partner to your studio, under your brand and subject to an NDA.
We deliver the agreed scope of work, while you manage the relationship with the end client and deliver the work to them
01 · The Genre
A first-person shooter (FPS) puts the player behind the weapon: the camera is the character's eyes, and the gun is on screen for the whole session. A tactical shooter is the slower, more deliberate branch of the genre – teams plan, communicate and move with care, and one well-placed shot decides a fight. Realistic ballistics, limited health and team roles reward thinking over reflexes.
For art, this changes the rules. The weapon sits at the bottom of the screen for hundreds of hours, so it is the most-viewed asset in the game. Players read cover, angles and threats from the environment in a split second, so a map has to be readable before it is beautiful. And in military and tactical titles, a sizable share of players know real hardware – a wrong rail, sight or panel line gets noticed.
Art for shooters: weapons · attachments · vehicles · CQB environments · props · concepts & skins
SUBGENRE 01
Combined-arms battles with dozens of players per side, vehicles, logistics and wide maps. Art has to read at distance and hold up when a vehicle passes a few meters from the camera.
Art priority: real-world weapons and vehicles, terrain-scale environments
Example: Squad – 50 vs 50 combined-arms warfare
SUBGENRE 02
Close-quarters battle: room-by-room clearing, small teams, every doorway a decision. Interiors carry the gameplay – sightlines, cover and clutter are designed, not decorated.
Art priority: dense, realistic interiors and props, readable lighting
Example: Ready or Not – SWAT co-op for up to 5 players
SUBGENRE 03
Squads against waves of AI enemies, often in a sci-fi or horror setting. Large player counts and big hordes on screen make performance part of the art brief.
Art priority: modular props and kits, optimized environment sets
Example: Starship Troopers: Extermination – 16-player co-op
SUBGENRE 04
A campaign with its own world, factions and fictional hardware. Weapons and gear have to feel engineered, not invented, so concept and 3D work to one design language.
Art priority: concept-led weapon design, sci-fi props, skin variants
Example: La Quimera – story campaign with optional co-op
02 · Platforms
Tactical shooters grew up on PC and Steam, where mouse aim and community servers shaped the genre. Today the same titles ship on PlayStation 5 and Xbox Series, often with cross-play – so one set of assets has to hold quality across very different hardware.
Mouse-and-keyboard precision, high resolutions and long close-up sessions in first person – the platform where texture and model detail get inspected most.
On PC
Squad · Ready or Not · Starship Troopers: Extermination · La Quimera
Fixed hardware and certification-friendly memory budgets. Assets are built to a budget agreed at the brief, so a console port does not mean rebuilding the art.
On console
Ready or Not · Starship Troopers: Extermination
PC and console players share one match, so assets and LODs must look consistent on both. Readability matters more than peak detail.
Cross-play
Starship Troopers: Extermination (PC, PS5, Xbox Series)
03 · Engine
Unreal Engine dominates the shooter genre, and every shooter in our portfolio runs on it. We deliver to your project's setup – naming, material conventions, LODs, collision and texture budgets – and check assets in-engine before hand-off, so they drop into your build instead of a cleanup queue.
Ready or Not: UE5 · Starship Troopers: Extermination: UE5 · Squad: UE5 · La Quimera: UE4
04 · Studios
From independent teams running a live game to first-time founders preparing a pitch – the art need is different at each stage, so the engagement is too.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Independent & AA studios | Production capacity without hiring a full in-house art team | Weapon and vehicle lines, environment kits, prop sets | Dedicated team under our art director |
| Live-service shooters | A steady flow of new content between updates | Skins, weapon variants, seasonal props and maps | Ongoing live-ops batches |
| First-shooter teams & startups | A vertical slice that convinces a publisher or investor | Hero weapons, one playable location, key concepts | Fixed-scope pilot, then production |
05 · How We Work
Pick the model that fits your production. You can switch between them as your project moves from pre-production to launch and live updates.
You brief us, we own art production for the agreed scope – with our own art director and project manager keeping quality and deadlines on track.
We work behind your studio or co-development partner, under your name and NDA. Your client sees your delivery; our team stays invisible.
Talk about a subcontractOur artists join your pipeline – your tools, task tracker and review cadence – and work as part of your art team for as long as you need.
After launch, we keep the content coming: weapon skins, variants and seasonal assets on a regular schedule. On Squad, our work included unique weapon skins alongside the base models.
06 · Cases
Four released shooters, four different subgenres – from 100-player military battles to a story-driven sci-fi campaign.
Tactical military FPS by Offworld Industries – 100-player battles and combined-arms warfare. We produced final weapon and vehicle assets and concept art for unique weapon skins: helicopters, armored vehicles, an F-16 and UAVs, built to real-world reference.
View the Squad case
Tactical CQB shooter by VOID Interactive, where SWAT teams clear hostile situations room by room. We developed environment art to the game's realistic visual standard and technical specifications.
View the Ready or Not case
16-player co-op FPS by Offworld Industries, set on the frontlines of the war against the Bugs. We delivered props and environment assets, helped develop game locations and produced aircraft.
View the Starship Troopers: Extermination case
Story-driven sci-fi FPS by Reburn, set in a dystopian future Latin America. We produced weapons and props in the project's distinctive visual style, plus weapon skin concepts.
View the La Quimera case
Planning
a shooter?
Tell us what you are building – genre, engine, platforms and the assets you need first. We will come back with questions and a scope within 1–2 business days.