
Wayfinder
/ Action role-playing video game
The game was developed by Airship Syndicate, the studio behind Ruined King and Darksiders Genesis. Released in October 2024. Our team delivered 200+ characters and game assets for Wayfinder, including creatures, weapons and industrial vehicles, supporting the stylized world of Airship Syndicate.
For Wayfinder, VSQUAD supported Airship Syndicate with stylized character art, creature production, weapon modeling, vehicle assets, and other game-ready 3D assets built for a multiplayer RPG pipeline. Our work covered production from concept interpretation to final asset delivery, with senior art direction, quality review, and Unreal Engine integration in mind.
The project required consistent stylized art quality across a large number of assets, including heroes, enemies, bosses, props, weapons, and industrial vehicles. This type of production needs more than clean modeling. It requires understanding the existing art direction, keeping visual consistency across the asset set, preparing models for animation and gameplay, and making sure each asset can fit into the client’s production pipeline.
What Our Clients Say
3D Characters art for Wayfinder
A strong character can sell the world before the player reads anything
Armor, shapes, and details help explain the role and mood
Memorable designs work better for screenshots, trailers, and store pages
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 Props and Environment Art
Built for scalable environments.
Set up and tested in Unreal Engine
Fits client pipelines
Our operation models

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

- A managed production setup where VSQUAD handles a defined scope with senior review on our side.
3D Animation
In-game ready rigs and animation
Clean topology for deformation
Refining even after approval
Wayfinder game art assets
Ice titan boss - 3d character art for wayfinder
We created the Ice Titan as a high-quality 3D boss character for Wayfinder, focusing on a strong silhouette, readable shapes, and production-ready game art.
The character was designed as a massive ice creature with sharp crystal forms, cold blue materials, and a bright emissive core. Using hand-painted textures, PBR workflow, and emissive materials, we matched the stylized visual direction of the game while keeping the asset clear and impactful in gameplay.
As part of our 3D character production pipeline, we handled sculpting, retopology, texturing, and final presentation for real-time game use.








Silas "Silo" Vex – Stylized 3D Character for Wayfinder
We created Silas “Silo” Vex as a stylized 3D character, focusing on personality, silhouette, and detailed gear design to support strong in-game identity.
The character combines clean materials, layered clothing, and mechanical elements, enhanced with hand-painted textures and subtle emissive accents to match the Wayfinder art style.
Our team developed the asset through a full 3D character workflow, preparing it for real-time use and seamless engine integration.
From hero characters to stylized NPCs, we support game teams with high-quality 3D production.






Gloom Husk – 3D Character Art for Wayfinder
We created the Gloom Husk as a stylized 3D character, focusing on a thin, unsettling silhouette, strong contrast, and clear in-game readability.
The asset combines bone-like armor, dark materials, hand-painted textures, and bright emissive details to match the Wayfinder art style.
Our team handled the 3D character production pipeline, preparing the model for real-time game use.
Need stylized 3D characters for your game? VSQUAD can help from concept to final asset.






Giant Digger - 3D Vehicle & Environment Art for Wayfinder
We created the Giant Digger as a heavy 3D industrial vehicle, focusing on scale, functionality, and strong mechanical readability. As a game art outsourcing studio, our goal was to deliver a production-ready asset for real-time environments.
The model features hand-painted metal textures, complex mechanical details, and emissive elements to highlight inner parts and improve visibility in darker scenes. Special attention was given to wear, materials, and maintaining a clean stylized look consistent with the Wayfinder art direction.
Our team handled the full 3D asset production pipeline, ensuring the vehicle is optimized for real-time engines like Unreal Engine and fits seamlessly into environment workflows.
Looking to outsource 3D vehicle or environment art? Our team can support your project at any stage of production.






Hollow - Stylized 3D Character for Wayfinder
We created the Hollow as an organic 3D creature character, focusing on an aggressive silhouette and natural, uneven forms to enhance its in-game presence.
The design combines weathered wood-like materials with glowing green energy, using hand-painted textures and emissive details to create strong contrast and readability from any angle.
Our team developed the asset through a full 3D character production workflow, ensuring it performs well in real-time and fits seamlessly into the Wayfinder visual style.
Bringing creatures to life with strong silhouettes and readable design is a key part of our 3D character work.






Stomper – Stylized Lava Creature for Wayfinder
Stomper was all about weight and pressure – a creature that feels like it hits the ground before you even see it.
We pushed the contrast between solid rock plates and molten lava underneath, letting the glow break through cracks and joints. The idea was to make the heat feel alive, not just visual.
Instead of over-detailing, we focused on big shapes, clear reads, and a silhouette that holds up in motion and combat.






Melee Weapons - Stylized 3D Weapon Set for Wayfinder
These weapons were built around contrast – natural growth versus sharp, controlled energy.
We leaned into organic shapes, letting roots and wood flow through the form, while the blades cut through with glowing crystal edges. The green emissive wasn’t just decoration – it defines the weapon in motion, especially in darker scenes.
The challenge was to keep everything readable at a glance, even during fast combat, without losing the handcrafted feel.






Range Weapons - Stylized 3D Gun Set for Wayfinder
This set was designed as a balance between precision and energy.
We treated the weapons like functional objects first — clear structure, readable mechanics – and then layered in the magic. Crystals aren’t just visual accents here, they define the rhythm of the design, guiding the eye through the form.
The contrast between warm metal and cold glowing elements helps separate materials at a glance, keeping everything readable even in fast gameplay.






Hollow Boss - Ancient Nature Creature for Wayfinder
The Hollow Boss was designed as a living piece of the forest — something old, heavy, and impossible to ignore.
Instead of building it like a creature, we treated it like a force of nature. Twisted wood, broken branches, and a body that feels grown rather than assembled. The green energy isn’t just glow — it pulses through the structure, hinting that something is still alive inside.
The challenge was to keep that massive presence readable in combat, holding a clear silhouette even when everything is moving.






Bandits – Stylized Enemy Faction for Wayfinder
These bandits were designed as a rough, improvised force – more assembled than crafted.
We leaned into a mix of worn metal, exposed mechanics, and simple cloth elements to give them a scavenger feel. Small details like straps, plates, and accessories help break the uniformity and make each character feel part of a larger group.
The yellow accents act as a visual anchor, tying the faction together while keeping them readable in motion and easy to spot in combat.






Twin Horn
Twin Horn was designed as a reliable pack creature – heavy, grounded, and built to carry more than it probably should.
The focus was on balancing a strong, recognizable silhouette with all the attached gear, letting baskets, straps, and props feel natural without breaking the shape. Small details like lanterns and cloth add warmth and make the creature feel part of the world.
It’s a simple idea, but one that had to read instantly – even in motion, even from a distance.






Our Clients
Trusted by leading game studios worldwide.
OTHER ART SERVICES
Alongside full project production, VSQUAD also supports other services:

FAQ
Key questions about our production work on Wayfinder, including asset scope, pipeline and collaboration with Airship Syndicate.
If you have questions about similar production support for your project, feel free to contact us.
You do not need a large production scope to work with VSQUAD. We can support indie teams with single 3D characters, creatures, props, weapons, small environment assets, or animation-ready models.
For smaller projects, we keep the process practical: a clear brief, realistic estimate, focused production, and direct communication. This works well when you need reliable external art support without building a large outsourcing setup.
VSQUAD can support stylized, semi-realistic, realistic, fantasy, sci-fi, cartoon, or hybrid game art styles. Before production starts, we study the visual direction, proportions, materials, colors, silhouettes, references, and technical requirements.
The goal is not just to make a good-looking asset. The goal is to create characters, creatures, props, weapons, or environments that feel like they belong inside your game.
VSQUAD can support studios through outstaffing or managed outsourcing. We can provide individual artists, small production units, or a managed team with internal review and senior art direction.
Our team can adapt to your production process, task tracking, communication style, review cycle, file structure, technical requirements, and engine pipeline.
VSQUAD can support 3D environment production for games, including modular assets, props, architecture, vegetation, terrain elements, hard-surface objects, stylized environments, and engine-ready content.
We can create separate environment assets or help build larger asset sets that fit the project’s visual direction, technical limits, and production pipeline.
Animation production usually starts before animation itself. A character, creature, or prop needs clean topology, correct deformation areas, and a rig that fits the gameplay or cinematic purpose.
VSQUAD can support rigging, skinning, animation-ready models, character animation, creature animation, prop animation, and engine-ready animation workflows.
Scaling art production is always difficult. Adding more artists does not automatically make production faster or better. Quality can drop if the style guide is unclear, feedback is scattered, or review stages are missing.
VSQUAD can scale through our internal team and wider artist network, but we do it carefully: with planning, clear ownership, senior art direction, structured feedback, and internal quality control before delivery.
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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