Engine-ready props and kits
for production teams

Built for batch delivery, clean integration, and repeat orders.

Production-ready assets delivered for live projects — used in shipped and in-progress titles.

Includes props, weapons, vehicles, characters, environments, and interactive assets.

Production samples

Explore representative assets across different production categories.

Hero Hard-Surface Props

All samples shown are VertexVeda3D work.

Case Study

Production-grade game assets delivered for a live title

What Clients Say

GAME CLIENT — SCALISE ARTWORKS

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."

— Artyom, Scalise Artworks

Island Keeper — Published by Ultimate Games S.A.

Assets credited in-game.

Ready to start a brief?

Clear scope. Predictable delivery.

Brief takes 2 to 4 minutes. We reply within 1 business day. hello@vertexveda3d.com

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.

NOT FOR

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

Asset list, style refs,

scale targets,

engine requirements.

02

Blockout + approval

Fast blockout to lock

silhouette and

proportions.

03

Production + QA

Final mesh, UVs,

textures, LODs, collisions,

naming checks.

04

Delivery Pack

Organized folders

plus a manifest for

easy import.

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.



Ready to start a batch?

Brief takes 2 to 4 minutes. We reply within 1 business day.

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.

Still have questions?

We're here to help. Reach out and we'll get back to you within a business day.

VertexVeda3D

3D Art Production

Based in Mumbai, India · Serving clients worldwide

© 2026 VertexVeda3D