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      Squad tactical shooter soldiers in combat

      Tactical & FPS Shooter Game Art

      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

      Request a Quote
      MISSION: SHOOTER ART Request a Quote
      Ready or Not SWAT operator in a tactical FPS scene – shooter art by Nasty Rodent

      01 · The Genre

      4 RELEASED SHOOTERS

      Tactical & FPS
      Shooters

      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

      Military · Large-Scale

      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

      Tactical CQB

      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

      Co-op PvE

      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

      Story-Driven Sci-Fi FPS

      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

      Where Shooters Ship

      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.

      steam

      PC & Steam

      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

      ps xbox

      PS5 · Xbox Series

      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

      steam ps xbox

      Cross-Play

      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)

      Starship Troopers: Extermination troopers in an Unreal Engine 5 battle scene

      03 · Engine

      Unreal Engine

      4 of 4shooters with our art
      run on Unreal Engine
      3on Unreal
      Engine 5
      1on Unreal
      Engine 4

      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

      Who We Build Shooters For

      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

      Direct, Subcontract
      or Part of Your Team

      Pick the model that fits your production. You can switch between them as your project moves from pre-production to launch and live updates.

      01

      Direct Engagement

      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.

      02

      Subcontract (White-Label)

      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 subcontract
      03

      Team Extension

      Our 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.

      04

      Live-Ops

      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

      Shooters With Our Art

      Four released shooters, four different subgenres – from 100-player military battles to a story-driven sci-fi campaign.

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

      Squad

      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.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Ready or Not tactical CQB environment art by Nasty Rodent – realistic interior
      CASE 02
      02

      Ready or Not

      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.

      3D environment View the Ready or Not case
      Starship Troopers: Extermination sci-fi props and environment assets by Nasty Rodent
      CASE 03
      03

      Starship Troopers: Extermination

      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.

      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 04
      04

      La Quimera

      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.

      3D weapons · 3D props · weapon skin concepts View the La Quimera case

      FAQ: Shooter Art

      Can you model real military weapons and vehicles?

      arrow
      Yes. For Squad we built production weapons and vehicles from technical reference, including the UH-1H Huey helicopter, an F-16 and armored personnel carriers. Dimensions, mechanisms and panel lines follow the real hardware; manufacturer markings and branding are agreed with you at the brief, since they depend on your licensing position.

      Do you work in Unreal Engine?

      arrow
      Yes – Unreal Engine 5 is our primary real-time environment, and all four shooters in our portfolio run on Unreal. We follow your project's conventions for naming, materials, LODs and collision, and check every asset in-engine before delivery. If your shooter runs on Unity, we deliver to that setup instead.

      Can you match the style of our existing assets?

      arrow
      Yes. Send a few current assets and your art bible if you have one. We produce one calibration asset that sits next to yours without standing out, then scale the batch from it. Our props for Starship Troopers: Extermination, for example, were built to match the game's established sci-fi material language.

      Can we start with one test asset?

      arrow
      Yes. A single weapon, vehicle or prop is the most common way shooter teams start with us. It goes through the full pipeline – reference, modeling, texturing, in-engine check – so you judge real production quality, communication and timing before committing to a larger batch.

      Can you support us after launch with skins and new content?

      arrow
      Yes. Live shooters need a steady stream of skins, weapon variants and seasonal assets, and we plan them as a production line rather than one-off orders. For Squad we produced unique weapon skins; for La Quimera, weapon skin concepts – both built on existing models without rework.

      How do I get an estimate for my shooter?

      arrow
      Send your asset list, references, engine and target platforms to sales@nastyrodent.com or use the form below. We reply within 1–2 business days with questions or a structured estimate. A rough list is enough to start – we help turn it into a production scope.

      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.

        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