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      Close-up of an F-16 fighter jet against a red sunset sky – 3D aircraft art by Nasty Rodent

      Game Art for VR & XR Headsets

      Built to be
      seen up close

      Weapons, vehicles, props and environments produced to your specifications – production art drawn from seven PC games.

      7 PC games with our art · weapons, vehicles, props, environments

      Request a Quote
      Mission: VR & XR Game Art Request a Quote
      Starship Troopers: Extermination metal sci-fi surgery table on wheels – 3D prop art by Nasty Rodent

      01 · The Platform

      VR and XR Games

      VR and XR games are played in headsets that track the player's head and, depending on the device, hands, controllers or eyes. Some run standalone, others connect to a console or PC. The player is placed inside the scene instead of looking at a screen, so scale, depth and close-up detail may carry more weight in the art.

      For art, that changes how an asset is judged. A prop that is a background shape on a monitor can be examined from arm's length in a headset, and headsets typically present stereoscopic views, so frame-time and rendering budgets are set by the target device. Each project defines its own device list and limits.

      Scope of this page: art for headset games. Possible scope includes VR and mixed-reality game assets such as weapons, vehicles, props and environments. Spatial apps that are not games are outside this page, and any wider spatial content would be confirmed separately.

      Art for VR and XR: weapons · vehicles · props · environments

      CONTEXT 01

      Close-Up Viewing

      When the player can step toward an object, surface detail, silhouette and scale are examined from a short distance. What matters is agreed per project: which objects can be reached or held, and which stay at a distance.

      Art priority: believable scale, clean silhouettes, consistent texel density on objects the player can reach

      Agreed at the brief: interaction distance, which assets are hero assets

      CONTEXT 02

      Two Eyes, One Frame Budget

      Headsets typically present stereoscopic views, and devices such as PlayStation VR2 support high display refresh rates, which makes frame-time stability an important consideration for the development team. Texture sizes, material counts and mesh complexity all affect how heavy a scene is.

      Art priority: disciplined texture sizes, shared materials, modular kits, controlled mesh complexity

      Agreed at the brief: budgets for each target headset, which assets are shared with other platforms

      CONTEXT 03

      Hands, Controllers and Eyes

      Input differs by device: controllers with finger detection, hand tracking, eye tracking or voice. Objects the player can grab, hold or look at need clear shapes and readable cues for how they are used.

      Art priority: handles and grips that read clearly, props that signal what can be used, consistent interaction cues

      Agreed at the brief: supported input, who designs prompts and icons

      CONTEXT 04

      One Asset Library, Several Devices

      Headsets differ in display, processor and memory, and one game may target more than one of them. Organized source files, a stable style reference and clear naming make it easier to adjust assets per device later.

      Art priority: reusable assets, consistent style, clear naming

      Games with our art: the seven PC games shown in Cases (we have not published a VR version of any of them)

      Looking at the platform from the genre side?

      See our shooter game art.

      02 · Platforms

      Headset Platforms

      Public specifications show what the target looks like. Exact requirements for a project come from your team and the platform holder.

      ps

      PlayStation VR2

      A headset for PlayStation 5 with two 2000 × 2040 OLED displays, a 110-degree field of view, four cameras on the headset for tracking, and eye tracking in compatible games. A PC adapter has been offered since 7 August 2024.

      ios

      Apple Vision Pro

      A standalone headset with Micro-OLED displays totalling 23 million pixels, refresh rates of 90 to 120 Hz, an M5 chip and 16 GB of memory. Players use their hands, eyes and voice, and game controllers are supported. Apps and games for visionOS can be built with RealityKit or Unity.

      android

      Android XR

      Samsung Galaxy XR is the first headset running Android XR and is available now. Developers can work with Unity, Godot, Unreal Engine, OpenXR or WebXR.

      pc

      Other Headsets

      Other VR and XR headsets differ in display, tracking and processing power. A project lists the devices it supports, and the art specifications follow that list.

      Miasma Chronicles ruined tower buildings – 3D environment art by Nasty Rodent

      03 · Engine

      Specs and Delivery Scope

      7PC games
      with our art
      3headset platforms
      described above
      4asset types: weapons,
      vehicles, props, environments

      The engine and middleware are chosen by your team; we deliver to the pipeline you use. For a headset project we agree a specification sheet with your team: target devices, geometry and texture budgets, scale references, material conventions, naming and file structure. We produce assets to that sheet and organize the source files for handoff.

      Task Who does it
      Asset production: weapons, vehicles, props, environments Nasty Rodent
      Specification sheet: devices, budgets, scale, naming, formats Agreed with your team at the brief
      Organized source files and handoff Nasty Rodent
      Engine integration, interaction design, performance profiling, comfort testing Your team, unless included in the scope
      Platform requirements and store review Your team and the platform holder
      Interface and icon design Offered as a separate UX/UI service; not shown on our PC cases
      VR optimization, porting, headset-specific testing Not demonstrated by our cases; any such support would need to be confirmed and scoped separately

      04 · Studios

      Who We Build Headset Art For

      The right setup depends on how early the headset audience is part of the plan.

      Studio What you need Typical scope How we plug in
      Teams building a VR or XR game Art planned around device budgets and close viewing from the start Possible scope: weapon sets, vehicles, prop libraries, environment kits to your specifications A dedicated team under our art director
      Teams adding headset support to a finished game Additional assets in the existing style Possible scope: props and environment pieces built to your style reference and art bible Confirmed at the brief
      Teams with a live game Steady content against an agreed specification sheet New content batches A long-term partner or Team Extension

      Scoping the art for your first playable slice

      05 · How We Work

      Direct or Part of Your Team

      Headset production runs from target devices to art specifications, production and handoff. Choose the model for where you are – it can change as the project does.

      01

      Direct Engagement

      You provide an agreed asset list – weapons, vehicles, props or environments – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.

      02

      Team Extension

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

      03

      Target Devices First

      Before production we agree the technical frame with your team: target headsets, scale references, budgets and naming. Production follows those specifications, and handoff is organized to match them. Integration, profiling and comfort testing stay with your engineers unless the scope says otherwise.

      06 · Cases

      Related Experience With Our Art

      We have not published a project delivered for a VR or XR headset. The closest evidence is our PC work: seven PC games, with assets produced to agreed specifications.

      PC games with our art

      Squad, Starship Troopers: Extermination, Mutant Year Zero: Road to Eden, Miasma Chronicles, Corruption 2029, La Quimera and Ready Or Not. Our work covers weapons, vehicles, props and environments, depending on the game. Our involvement in any headset version is not documented.

      3D weapons · 3D vehicles · 3D props · 3D environment

      Military UAV drone with wing-mounted missiles from Squad – 3D vehicle art by Nasty Rodent for Offworld Industries
      CASE 01
      01

      Squad

      Offworld Industries' tactical military shooter, sold on Steam. Our team made realistic military content: finished weapons and vehicles, with concept art for unique weapon skins.

      3D weapons · 3D vehicles · weapon skin concepts View the Squad case
      Starship Troopers: Extermination sci-fi wall control panels with knobs and screens – 3D prop art by Nasty Rodent for Offworld Industries
      CASE 02
      02

      Starship Troopers: Extermination

      Offworld Industries' co-op shooter for up to 16 players, on PC, PlayStation 5 and Xbox Series. 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
      Mutant Year Zero: Road to Eden weapons, props and environment assets by Nasty Rodent
      CASE 03
      03

      Mutant Year Zero: Road to Eden

      Tactical adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Mutant Year Zero case
      Miasma Chronicles heavy sci-fi weapon with taped magazines – 3D weapon art by Nasty Rodent
      CASE 04
      04

      Miasma Chronicles

      Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case

      07 · The Evidence

      What is confirmed and what we agree with you

      Topic Confirmed on our cases Agreed with you at the brief
      Weapons Squad, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera Real or invented, attachments, variants
      Vehicles and aircraft Squad, Corruption 2029, Starship Troopers: Extermination Detail by viewing distance
      Props and environments Starship Troopers: Extermination, Mutant Year Zero, Miasma Chronicles, Corruption 2029, La Quimera, Ready Or Not (environments only) Kit size, locations, scale
      Assets for VR or XR headsets Not shown on these cases Target devices, budgets, scale references from your team
      VR optimization, comfort testing, porting Not demonstrated by these projects Scope agreed separately

      FAQ's: VR & XR Game Art

      What makes art for VR and XR different?

      arrow
      The player is placed inside the scene and can look at objects from a short distance, so scale, silhouette and surface detail are judged more closely. Headsets typically present stereoscopic views, so frame-time and rendering budgets follow the target headsets your team defines.

      Do you have a VR or XR project in your portfolio?

      arrow
      Not yet. We have not published a project delivered for a headset. Our published cases are PC games with weapons, vehicles, props and environments, and our involvement in any headset version of them is not documented.

      Which headsets and engines do you work with?

      arrow
      We deliver assets to the pipeline and specification sheet you give us. Platforms such as PlayStation VR2, Apple Vision Pro and Android XR have public developer information, and the target devices are agreed at the brief. Several of our published PC cases are Unreal Engine titles.

      Do you optimize games for headsets?

      arrow
      Our published cases do not demonstrate VR optimization or porting as a separate service. They document asset production for PC games. Profiling, interaction design and comfort testing are handled by your team; extra support would be confirmed and scoped separately.

      Can PC assets be reused in VR?

      arrow
      They can be a starting point, but close viewing and headset performance limits may call for adjusted assets or different budgets. We agree which assets are shared and the limits for each target device at the brief.

      How do I get an estimate for a VR or XR project?

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

      Building a
      VR or XR Game?

      Tell us about your game, your target headsets and your content plan. We come back with questions and a draft scope in 1–2 business days.

        * Required fields
        ⊙We usually reply within 1–2 business days
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        Military UAV drone 3D model with wing-mounted missiles