BATTLE CHASERS
/ Stylized RPG Character Production
VSQUAD’s Creative Director worked on Battle Chasers as a senior artist, supporting stylized low-poly character production, bosses, creatures, hand-painted textures, and color variations. This experience later became part of VSQUAD’s production approach: strong silhouettes, clean shape language, senior review, and practical game-ready execution.
Feedback from our clients
3D CHARACTER ART FOR BATTLE CHASERS
Creature built directly in a low-poly workflow with strong readable forms.
Wings, scales, horns, and body proportions shaped for a stylized RPG look.
Mesh and texture work completed with senior-level production quality.
Who this work fits



Reliable art support for indie teams that need quality, budget awareness, and a team that stays involved.



External production support for larger teams with established quality bars, reviews, and pipelines.

3D production support for brands, agencies, products, and companies outside gaming.
Battle Chasers: Nightwar • Indie RPG
Shadowfang Lycelot
These cunning and agile characters with a wolf-like appearance embody the spirit of the wild. Their fur and armor were created using special brushes to give them a textured, stylized look.






Lycelot Chieftain
As the leader of the pack, the Lycelot Chieftain exudes strength and authority, with wolf-like features and a fierce demeanor. The textured, stylized appearance of its fur and armor was created in a hand-painted technique using special brushes.






OUR OPERATION MODELS

- Individual artists or small production units can join your existing pipeline and work under your team’s direction.

- VSQUAD handles a defined production scope with senior review, internal coordination, and delivery control on our side.
Wargolem
The 3D development of the Wargolem focused on translating chunky, comic-inspired proportions into a functional, battle-worn model. We emphasized the mechanical weight through heavy armored plating and a massive shield silhouette, using high-contrast hand-painted textures to maintain the signature Battle Chasers aesthetic.






Game engines we work with

Game-ready assets for Unity projects, mobile games, indie titles, and cross-platform production.

Production-ready assets for Unreal projects that need strong visuals and clean technical setup.

Flexible asset production for Godot projects, indie teams, prototypes, and lightweight games.
Beholder
The 3D development of the Beholder focused on balancing its iconic multi-eyed silhouette with heavy, hand-painted armored plates. We emphasized the contrast between the organic skin textures and the glowing central visor to maintain visual clarity during tactical combat encounters.






Slime Boss
For the Slime Boss, we prioritized a chaotic, viscous silhouette punctuated by embedded skull assets. The hand-painted textures and bright green emissive core were designed to make the creature’s mass feel both toxic and readable during combat.






Spiders
For these arachnid enemies, we developed distinct hand-painted textures to differentiate the Grave and Earth variants within the Battle Chasers universe. We focused on bold, readable patterns – like the abdominal skull and camouflage fur – to maintain the signature comic-book aesthetic while keeping the geometry efficient for gameplay.






Pirate Boss
The 3D development of the Pirate Boss centered on translating his massive, tattooed physique and complex chain-wrapped arm into a high-readability stylized model. We focused on hand-painted texture work to define the weathered skin and heavy leather elements, ensuring the character’s imposing silhouette remains a focal point during combat encounters.






Our Clients
Trusted by leading game studios worldwide.
OTHER ART SERVICES
FAQ
Key questions about the Battle Chasers work, including stylized character production, direct low-poly modeling, hand-painted textures, style consistency, software, and production planning for similar RPG projects.
The work covered a full 3D character production cycle, from early blockout and low-poly modeling to UVs, hand-painted textures, color variations, and final asset preparation based on the original concepts.
This experience later became part of VSQUAD’s production culture: strong silhouettes, readable forms, careful texture work, and senior-level review before delivery.
These assets had to follow the game’s fantasy visual direction, with strong proportions, readable shapes, and a hand-painted look that matched the original concepts.
The focus was not only on making good-looking models, but on creating game-ready assets that could work inside the project’s visual and technical requirements.
This is closer to an old-school game art workflow. The artist has to solve the character through silhouette, shape economy, UVs, and texture painting.
It can be fast and effective for stylized RPG production, but it requires strong control of form. If the shapes are weak, the final asset will look flat even with good textures.
Instead of relying on realistic material simulation, the texture had to describe form, light, material separation, wear, color accents, and fantasy detail directly on the asset.
For stylized games, this is important because the texture is not only technical surface information. It is part of the character design and the final readability of the model.
The work required attention to proportions, silhouette, armor shapes, creature anatomy, color balance, and texture language. Every asset had to feel like it belonged to the same fantasy world.
For this type of production, consistency is not only about matching colors. It is about keeping the same logic of forms, details, and simplification across characters and creatures.
A typical workflow for this kind of asset can include Maya or Blender for modeling, Photoshop for hand-painted textures, and additional tools for checking the final presentation or technical setup.
The exact software matters less than the production skill: clean low-poly modeling, strong UV layout, controlled texture painting, and assets prepared for real game use.
For stylized character production, timing depends on clear concepts, fast feedback, strong asset planning, and the ability to avoid unnecessary rework.
A senior artist helps here because many production problems can be solved earlier: weak silhouette, unclear shapes, overcomplicated details, or texture decisions that would slow the asset down later.
The Battle Chasers experience is part of the senior background behind VSQUAD, not a studio project delivered by VSQUAD after it was founded.
For similar work today, VSQUAD can bring a full team setup around the same production logic: strong art direction, careful onboarding, visual references, internal review, and scalable execution.
If the scope is not clear yet, we can help structure it first: what should be produced first, which assets are most important, what pipeline fits the style, and where the budget risks are.
After that, we can suggest a realistic production setup, timeline, and estimate.
GET IN TOUCH
Got a project in mind? We usually reply within a day.

You can also reach us directly:
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Our email:
head@vsquad.art
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Art Director:
Volodymyr Liubchuk
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Assistant Producer:
Violetta Popova
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Job opportunities:
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