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Weapons, props, vehicles and environment assets for tactics and strategy games – production art from Mutant Year Zero: Road to Eden, Miasma Chronicles and Corruption 2029.
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01 · The Genre
Tactics and strategy games ask players to make decisions at different scales. Strategy games usually work with broad systems – territory, resources, production or army composition. Tactics games zoom in on a single encounter, where positioning, line of sight, cover, initiative or action economy can shape every turn.
For art, that shifts the brief. In many tactics games a crate, a wall or a wrecked vehicle also carries gameplay information – cover, traversal, blocked line of sight or walkable space – so its shape has to communicate that role. How readable an asset must be depends on the camera: how high it sits, how far it zooms and whether the game cuts to close-ups. A long campaign keeps players on the same art set for many hours, so consistency becomes a production requirement.
Art for tactics & strategy: weapons · cover props · vehicles · environment kits · characters & creatures
SUBGENRE 01
Squad against squad, one action at a time. Position, line of sight and cover usually decide the outcome, so many objects on the map have a gameplay role as well as a visual one.
Art priority: props whose role reads at a glance, weapons recognizable at map distance, set dressing that keeps the board clear
Example: Corruption 2029 – a squad of four in turn-based battles
SUBGENRE 02
Turn-based combat wrapped in a story, named characters and progression. Gear carries the narrative here, so weapons and outfits need identity, not only function.
Art priority: hero weapons, character and creature designs, story locations
Example: Miasma Chronicles – tactical role-playing with skill trees
SUBGENRE 03
Real-time exploration until the first shot, then turns. Players scout, split the squad and set ambushes, so one map must work at walking pace and as a tactical board.
Art priority: environments that read in both modes, props that double as cover
Example: Mutant Year Zero: Road to Eden – real-time stealth, turn-based combat
SUBGENRE 04
Armies, bases or whole regions, often seen from far above with many units at once. Unit types and buildings need to stay recognizable at small on-screen sizes, and their function should read before the player opens a tooltip.
Art priority: unit and vehicle sets, modular building kits, per-unit technical budgets
Our shipped work is squad tactics. What carries over to strategy: vehicles, weapons, props and modular kits
Making a real-time tactical shooter instead?
02 · Platforms
Tactics and strategy grew up on PC, where a mouse and a large monitor suit a top-down board. The genre now launches on PlayStation, Xbox and Nintendo Switch as well, so the same battlefield has to read at arm's length on a monitor and across the room on a TV.
PC players may view the battlefield at high resolutions and from a close viewing distance, which makes texture consistency and asset detail especially visible.
On PC
Mutant Year Zero: Road to Eden · Miasma Chronicles · Corruption 2029
Controller play and couch distance. Silhouette and contrast often matter more than fine surface detail, and asset budgets follow the memory targets agreed at the brief.
On console
Mutant Year Zero: Road to Eden (PS4, Xbox One) · Miasma Chronicles (PS5, Xbox Series X|S)
Handheld screens with tighter performance and memory constraints. The art has to stay readable on a small screen within those limits.
On Switch
Mutant Year Zero: Road to Eden
03 · Engine
Every tactics title we have shipped art for runs on Unreal Engine. Assets are delivered to the scale, naming and technical specification agreed at the brief and verified in-engine ahead of delivery, ready for your build rather than a cleanup queue.
Mutant Year Zero: Road to Eden: UE4 · Corruption 2029: UE4 · Miasma Chronicles: Unreal Engine
04 · Studios
Tactics campaigns can require large, repeatable asset libraries across weapons, cover props, environments and characters. The right outsourcing setup depends on where the project is in production and how much of that scope your internal team wants to own.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Independent tactics studios | Art capacity for a whole campaign without growing the core team | Weapon arsenals, cover prop libraries, environment kits | A dedicated team under our art director |
| Teams on a sequel or follow-up title | The same visual standard from one release to the next | New weapons, props and locations in an established style | A long-term partner working to your art bible |
| First-time tactics and strategy teams | One playable mission that sells the game's look to a publisher | A mission map, the squad's weapons, key props | A fixed-scope pilot, then production |
05 · How We Work
Tactics productions run in long stretches – a campaign, then expansions, then the next title. Choose the setup for the stretch you are in – it can change as the project does.
You hand over an asset list – the arsenal, a biome, a vehicle pool – and we run it end to end, with an art director and a project manager on our side reporting to you.
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 projectOur artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
When the base game ships, the next mission pack or follow-up title needs art that sits beside what players already know. We build new content to the established style instead of reinventing it.
06 · Cases
Three released tactics games, one developer: we have produced art for The Bearded Ladies across Mutant Year Zero: Road to Eden, Corruption 2029 and Miasma Chronicles.
Turn-based tactics with real-time stealth exploration by The Bearded Ladies, set in a post-apocalyptic Zone. We delivered weapons, props and environment assets, along with characters and creatures for the game.
View the Mutant Year Zero case
Hardcore turn-based tactics by The Bearded Ladies – a squad of four in a war-torn, dystopian America. We produced realistic vehicles and weapons, plus props for the game.
View the Corruption 2029 case
Tactical RPG by The Bearded Ladies, published by 505 Games, set in a post-apocalyptic America reshaped by the Miasma. We delivered weapons, props and environment assets.
View the Miasma Chronicles case
Planning
a Tactics or Strategy Game?
Tell us about your campaign – the squad, the arsenal, the maps and the platforms you ship on. Expect our questions and a draft scope inside 1–2 business days.