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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
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01 · The Platform
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
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
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
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
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
Public specifications show what the target looks like. Exact requirements for a project come from your team and the platform holder.
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.
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.
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.
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.
03 · Engine
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
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
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.
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.
Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
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
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.
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.
View the Squad case
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.
View the Starship Troopers: Extermination case
Tactical adventure by The Bearded Ladies in a post-human world, released on Steam. We delivered weapons, props and environment assets.
View the Mutant Year Zero case
Turn-based tactics by The Bearded Ladies, published by 505 Games and available on Steam. We delivered weapons, props and environment assets.
View the Miasma Chronicles case07 · The Evidence
| 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 |
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.