Case Study
Production-grade game assets delivered for a live title
What Clients Say
61 production assets delivered for "Island Keeper". Ongoing.
Publisher: Ultimate Games S.A.
"VertexVeda3D delivered production assets for Island Keeper that met publisher requirements and integrated cleanly into our workflow.
Communication was clear, revisions were handled without friction, and delivery was reliable throughout. A professional collaboration we would return to."

Clear scope. Predictable delivery.
61
Assets delivered
5-15
Props per week
2-5 Days
Pilot set lock
Predictable production. Clean handoff.
BEST FOR
Mid-size teams needing
reliable assets each sprint.
Exploration-heavy work
or frequent style resets.
OUTPUTS
Engine-ready packs with
LODs, collisions, QA manifest.
PROCESS
A repeatable pipeline with clear inputs and predictable revisions.
01
References + spec
02
Blockout + approval
03
Production + QA
04
Delivery Pack
WHAT YOU RECEIVE
Engine-ready packs delivered in a clean, repeatable structure.
• Prop and kit packs
• PBR materials and textures
• LODs and collisions
• Folder structure + QA manifest
• Source files if included in scope
Note: Future batches can match the same locked standards.
INPUTS NEEDED
Share what you have. We confirm scope before production.
Asset list
priorities, quantity
Style references
3–8 refs, screenshots, art guide
Technical targets
engine, scale, poly budget, texel density, LOD and collision rules
Export requirements
FBX/GLB, texture rules, naming, folder structure
SCOPE GATES
Clear checkpoints keep batches consistent and prevent revision loops.
Included revisions
2 checkpoints for the pilot set: blockout approval, then final pass. Batches follow the locked rules.
Batch rule
After style and targets are locked, batch assets follow the same rules. New style direction becomes a new batch.
What counts as a change request
New asset types, new style direction, or changed technical targets (poly, texel, LOD, collisions).
TIMELINE RANGES
We confirm the timeline after reviewing your inputs and asset list.
Pilot set lock
Typical: 2–5 working days after complete inputs and 1 reference asset approved.
Production batches
Typical: 5–15 props per week once standards are locked. Depends on complexity.
Rush option
If needed, we can prioritize with an agreed rush plan and revised quote.
FAQS
Quick answers to common game asset questions.
What inputs do you need to start?
Asset list, style refs, target engine, and technical targets (scale, poly/texel, LOD and collision rules).
Do you create LODs and collisions?
Yes. We follow your rules, or we propose a simple standard for the pack.
What files do you deliver?
FBX or GLB, plus textures and packed maps. Organized folders with a QA manifest.
How do revisions work?
Two checkpoints on the pilot set: blockout approval, then final pass. After that, batch assets follow the locked rules.
What is the typical timeline?
Pilot set lock: 2–5 working days after complete inputs. Batches: 5–15 props per week depending on complexity.
Can you work under NDA?
Yes. We can sign your NDA before you share files.























































































