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.
What our clients say
3D PROPS AND ENVIRONMENT ART
Environment pieces built for reuse, variation, and scalable scene production.
Assets prepared and checked with real-time engine use in mind.
Delivery adapted to the project’s visual direction, technical limits, and production workflow.
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.
3D Animation
Creature rigs and animation built for in-game movement and presentation.
Character Creator, MetaHuman, and base-body setups can reduce rigging and animation prep time.
Access to animators working in Maya, 3ds Max, Blender, and different production setups.
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.
Catrine - Fortnite Fan Art
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.






Kondor - Fortnite Fan Art
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.






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.
Dark Ninja - Fortnite Fan Art
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.






Straw Ops - Fortnite Fan Art
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.






Inarius - Blizzard Fan Art
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.






Lilith - Blizzard Fan Art
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.






Druid - Blizzard Fan Art
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.






Priest - Blizzard Fan Art
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.






Our Clients
Trusted by leading game studios worldwide.
OTHER ART SERVICES
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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:
Join our team










