Straight from the pros: New Expert Interviews in Insights 🔥

Check it out

OWN PROJECTS

/ Internal Game Art and Production Experience

VSQUAD’s internal projects help us test production workflows, build art direction, train specialists, and understand game development from the inside. This experience supports our work with clients because we know how characters, environments, pipelines, budgets, and production decisions connect inside a real game project.

15+ YEARS

In game art production

50+ PROFESSIONALS

The right specialists when you need them

INTERNAL PRODUCTION EXPERIENCE

Own projects used to test pipelines, art direction, and game-ready workflows.

What our clients say

“I can't begin to say enough great things about Volodya and VSquad! I look forward to continuing to work with them on into the future!”

Brian Jones
Brian Jones
Studio Character Lead at Airship Syndicate

“One of the best decisions I made was reaching out to VSquad for the production of my character 3D models. The team is not only incredibly professional but also genuinely kind and collaborative.”

Alán García Armendáriz
Alán García Armendáriz
Game & Combat Designer | Unreal Engine Developer | Creative Director at Unannounced Studio

“Collaborating with Volodya feels like teaming up with a partner who not only shares the workload effectively but also requires minimal guidance.”

Matthias Andre
Matthias Andre
Director | Co-Founder at Bitgem Pty Ltd

“It was a great experience working with Volodya's team. Not only did they keep our production on schedule, but the final delivery was of excellent quality.”

Kai
Kai
Meta Interaction

“VSQUAD did amazing work! Friendly, responsive — I look forward to working with them again.”

David Welch
David Welch
Creative Lead | Product Manager

“I have been working with VSquad for several years on various game projects. Their team consistently delivers high-quality artwork with precision, creativity, and attention to detail.”

Juan Castillo
Juan Castillo
Founder | Software Engineer at Venum Spyder

3D PROPS AND ENVIRONMENT ART

Stylized 3D forest environment render featuring low-poly spruce trees, vibrant green grass, and wildflowers for games.
Stylized Environment Assets
3D Environment
MODULAR ASSETS
MODULAR ASSETS

Environment pieces built for reuse, variation, and scalable scene production.

UNREAL-READY SETUP
UNREAL-READY SETUP

Assets prepared and checked with real-time engine use in mind.

PIPELINE COMPATIBILITY
PIPELINE COMPATIBILITY

Delivery adapted to the project’s visual direction, technical limits, and production workflow.

MODULAR ASSETS
MODULAR ASSETS

Environment pieces built for reuse, variation, and scalable scene production.

UNREAL-READY SETUP
UNREAL-READY SETUP

Assets prepared and checked with real-time engine use in mind.

PIPELINE COMPATIBILITY
PIPELINE COMPATIBILITY

Delivery adapted to the project’s visual direction, technical limits, and production workflow.

Who this work fits

Indie studios Indie studios Indie studios
Indie studios

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

Check Examples
AAA Studios AAA Studios AAA Studios
AAA Studios

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

Check Examples
Non-Gamedev
Non-Gamedev

3D production support for brands, agencies, products, and companies outside gaming.

Check Examples

3D Animation

Detailed 3D character animation of a multi-armed cave horror monster in a breathing idle pose.
Cave boss horror
3D Animation
RIGGING & CREATURE ANIMATION
RIGGING & CREATURE ANIMATION

Creature rigs and animation built for in-game movement and presentation.

BASE BODY WORKFLOWS
BASE BODY WORKFLOWS

Character Creator, MetaHuman, and base-body setups can reduce rigging and animation prep time.

ANIMATION TALENT NETWORK
ANIMATION TALENT NETWORK

Access to animators working in Maya, 3ds Max, Blender, and different production setups.

RIGGING & CREATURE ANIMATION
RIGGING & CREATURE ANIMATION

Creature rigs and animation built for in-game movement and presentation.

BASE BODY WORKFLOWS
BASE BODY WORKFLOWS

Character Creator, MetaHuman, and base-body setups can reduce rigging and animation prep time.

ANIMATION TALENT NETWORK
ANIMATION TALENT NETWORK

Access to animators working in Maya, 3ds Max, Blender, and different production setups.

OUR OPERATION MODELS

VSQUAD production team working on game art and development support
EMBEDDED PRODUCTION SUPPORT
  • Individual artists or small production units can join your existing pipeline and work under your team’s direction.
VSQUAD team reviewing game production work at the studio
MANAGED PRODUCTION SUPPORT
  • VSQUAD handles a defined production scope with senior review, internal coordination, and delivery control on our side.
Fortnite Catrina skin fan art character model showcasing dynamic poses on a blue background, game art.
Fortnite Catrina skin fan art character model showcasing dynamic poses on a blue background, game art.

Catrine - Fortnite Fan Art

Client: Epic Games (c)
Tags: 3D ART, CHARACTERS

Catrine is a gothic-inspired Fortnite character, combining elements of the Day of the Dead with intricate design through the 3D character creator process. Her skeletal face and thorny vines were crafted to blend eerie aesthetics with vibrant color, creating a unique Fortnite character design. The result is a captivating and mysterious figure, perfect for the game’s dynamic environment.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Dynamic action poses of Kondor Fortnite fan art skin on blue background, high-quality character design showcase.
Dynamic action poses of Kondor Fortnite fan art skin on blue background, high-quality character design showcase.

Kondor - Fortnite Fan Art

Client: Epic Games (c)
Tags: 3D ART, CHARACTERS

Kondor is a futuristic marvel meticulously designed as a Fortnite character. His high-tech helmet and mechanical arm were developed through a detailed Fortnite character creator process, ensuring his enhanced strength and agility. The tactical gear and sleek cloak were modeled to provide fluid movement and dynamic action in the game.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Game engines we work with

Unity engine
Unity engine

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

Check Details
Unreal engine
Unreal engine

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

Check Details
Godot engine
Godot engine

Flexible asset production for Godot projects, indie teams, prototypes, and lightweight games.

Check Details
Dark Ninja - Fortnite Fan Art

Dark Ninja - Fortnite Fan Art

Client: Epic Games (c)
Tags: 3D ART, CHARACTERS

Dark Ninja is a formidable and enigmatic Fortnite character, created with a deep understanding of Fortnite character design. His living shadow body and glowing eyes were developed to emphasize his mysterious and deadly nature. The combination of a western outlaw silhouette with supernatural elements makes him a compelling and unique Fortnite character model.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Straw Ops - Fortnite Fan Art

Straw Ops - Fortnite Fan Art

Client: Epic Games (c)
Tags: 3D ART, CHARACTERS

Straw Ops is a post-apocalyptic survivor brought to life through a Fortnite character creator focused on rugged, resourceful aesthetics. Her patchwork outfit and burlap mask were carefully designed to reflect her ability to thrive in harsh environments. This 3D figure stands out with a blend of rustic charm and fierce determination.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Full-body shot of a hand-painted Inarius figurine on a molten lava base, professional game art project.
Full-body shot of a hand-painted Inarius figurine on a molten lava base, professional game art project.

Inarius - Blizzard Fan Art

Client: Blizzard (c)
Tags: 3D ART, 3D FIGURE

Inarius, a powerful and complex angelic figure in Diablo 4, embodies grace and authority with his majestic armor and commanding aura. His celestial origins are evident in his regal presence, and he plays a crucial role in the game’s unfolding events.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Full-body front view of Lilith 3D statue on a volcanic lava base, high-detail character render.
Full-body front view of Lilith 3D statue on a volcanic lava base, high-detail character render.

Lilith - Blizzard Fan Art

Client: Blizzard (c)
Tags: 3D ART, 3D FIGURE

Lilith, the Daughter of Hatred, is a formidable antagonist in Diablo 4, with dark, alluring beauty and demonic elegance. Her presence is both mesmerizing and terrifying, capturing her malevolent influence. In our studio, her 3D figure serves not only as decoration but also as a motivation for our goals, adding a touch of hellish atmosphere to one shelf.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Druid 3D model close-up: bird skull mask, gold headband, and detailed feathers. Realistic character art.
Druid 3D model close-up: bird skull mask, gold headband, and detailed feathers. Realistic character art.

Druid - Blizzard Fan Art

Client: Blizzard (c)
Tags: 3D ART, CHARACTERS

A powerful shapeshifter, the Druid stands tall and weathered, a symbol of nature’s raw force. Clad in animal hides and adorned with tribal tattoos, they wield a mighty oak staff, channeling the spirits of the wilderness. With a deep connection to the natural world, the Druid can transform into a ferocious bear or a swift wolf, adapting to any challenge the wild may bring.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Realistic 3D face sculpt of Priest character featuring detailed skin textures and green eyes. High-poly render.
Realistic 3D face sculpt of Priest character featuring detailed skin textures and green eyes. High-poly render.

Priest - Blizzard Fan Art

Client: Blizzard (c)
Tags: 3D ART, CHARACTERS

The Priest in Diablo IV stands out with her simple, worn look. She’s a 3D character of quiet strength, draped in a tattered headscarf and heavy cloak, embodying unwavering faith. Despite her somber demeanor, her presence is powerful, driven by a deep devotion to battling the darkness.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Our Clients

Trusted by leading game studios worldwide.

OTHER ART SERVICES

Alongside full project production, VSQUAD also supports other services:
3D Character Art
Fits your pipeline. Predictable budget.
CHECK DETAILS
Detailed 3D model of a tactical bullpup assault rifle with suppressor and optics, high-quality weapon prop for game design.
Hard Surface Art
Our hard surface artist team has years of experience working with technical objects of any complexity.
CHECK DETAILS
2D Character Art
Custom characters for games and real-time projects.
CHECK DETAILS

FAQ

Questions about how VSQUAD uses internal projects to test art styles, production workflows, development support, tools, team capacity, and better ways to support game teams.

VSQUAD uses internal projects to test new art styles, production workflows, tools, and technical approaches before applying them to commercial projects.

This helps the team explore stylized characters, realistic characters, environments, animation-ready models, UI, VFX, Unity, Unreal, Character Creator, MetaHuman, and other production setups in a controlled way.

For us, internal work is not just portfolio content. It is how we grow as a production studio and reduce risk before similar tasks appear in real client work.
Internal projects let us improve the full production chain: art direction, references, modeling, texturing, rigging, animation, engine setup, feedback, review, and delivery.

They also help us find weak points before they become expensive on a real project. For example, a base body workflow may save time on character rigging, or a better texture pipeline may reduce rework during production.

This is how the studio becomes stronger over time: not only by finishing client tasks, but by testing better ways to produce game-ready work.
VSQUAD works with indie, AA, and AAA game teams.

We support projects at different production stages, from early concept and prototype work to full asset production, development support, and production scaling. Our team can join existing pipelines or handle a defined production scope on our side.

This can include 2D art, 3D art, animation, VFX, UI / UX, HUD, Unity, Unreal, mobile game ads, motion design, and broader production support.
VSQUAD can support both 2D and 3D game production.

Typical production scope includes characters, creatures, environments, props, weapons, vehicles, UI / UX, HUD, animation, rigging, VFX, concept art, and art direction support.

We work across stylized, realistic, fantasy, sci-fi, mobile, PC, and hybrid art directions depending on the project. The scope can be small, such as one asset batch, or broader, such as ongoing game art production support.
Yes. VSQUAD can support both game art production and development tasks when the project needs both.

We can help with visual production, implementation-aware assets, prototypes, gameplay-related tasks, engine work, Unity development, Unreal development, asset integration, scene assembly, optimization support, QA, and production tasks where art needs to connect properly with the actual game.

This is useful when a team needs more than separate art files and wants assets, UI, prototypes, or visual production to work inside a real development pipeline.
VSQUAD has access to a wider network of artists, developers, animators, technical artists, and production specialists.

This matters because game production often needs different people at different stages. A project may need a strong character artist first, then a technical artist, then an animator in Maya, 3ds Max, or Blender, then Unity or Unreal support.

A wider network lets us build the right production setup instead of forcing one fixed team onto every task.
We use internal projects to test production methods before they become part of our commercial workflow.

This can include Character Creator, MetaHuman, base body workflows, PBR texturing, hand-painted textures, direct low-poly modeling, sculpt-based pipelines, rigging approaches, animation handoff, engine setup, and optimization checks.

The goal is practical: find what saves time, what improves quality, what creates risk, and what should be avoided before a real project depends on it.
Yes. VSQUAD can support projects built in Unity and Unreal Engine.

For Unity projects, we can help with mobile games, prototypes, gameplay-style scenes, asset integration, UI, implementation support, and production tasks connected to real-time game development.

For Unreal projects, we can support game-ready assets, environments, visual production, implementation-aware work, technical art support, and collaboration with the internal development team.
Yes. VSQUAD can help with mobile game ads, motion design, and Unity-based ad production.

We can support short test creatives, gameplay-style videos, trailers, animated ads, marketing visuals, and video materials for mobile game testing.

Some ad scenes can be built directly in Unity to create gameplay-like videos, test ideas faster, adjust cameras, change timing, and prepare multiple variations for performance testing.
We work through regular review stages and adapt to the project’s art direction, production pace, and budget.

Feedback is not only about fixing small details. It can affect style, readability, technical setup, animation, UI, VFX, environment logic, or asset priorities.

VSQUAD can return to earlier production steps when needed, revise assets, update animation, improve UI readability, polish VFX, adjust environments, or adapt work to new technical and visual requirements while keeping the process practical for the team.
VSQUAD can support specific tasks or larger parts of the production pipeline.

This can include characters, environments, props, weapons, vehicles, UI / UX, HUD, 2D animation, 3D animation, VFX, Unity development, Unreal development, mobile game ads, motion design, QA, prototypes, and broader production support.

You can start with a small task, a defined asset list, a test creative, a prototype, or a larger production discussion. From there, we can help define scope, budget logic, team setup, and the most practical production path.

GET IN TOUCH

Got a project in mind? We usually reply within a day.

    LIKE OUR STUDIO? THEN CHECK THESE OUT!
    PORTFOLIO
    PORTFOLIO VIEW PORTFOLIO
    EMAIL OR LINKEDIN?

    You can also reach us directly: