Game Services

Engine-ready props and environment kits for production teams.

Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props

Close-up hero assets with

clean bakes, LODs, attachments.

Interactive Props

Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs

Set dressing packs built

for fast placement and reuse.

Pipeline-Ready Packs

All samples shown are VertexVeda3D work.

Game Services

Engine-ready props and environment kits for production teams.

Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props

Close-up hero assets with

clean bakes, LODs, attachments.

Interactive Props

Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs

Set dressing packs built

for fast placement and reuse.

Pipeline-Ready Packs

All samples shown are VertexVeda3D work.

Game Services

Engine-ready props and environment kits.

Built for repeat batches:

locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props

Close-up hero assets with

clean bakes, LODs, attachments.

Interactive Props

Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs

Set dressing packs built

for fast placement and reuse.

Pipeline-Ready Packs

All samples shown are VertexVeda3D work.

Game Services

Engine-ready props and environment kits for production teams.

Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props

Close-up hero assets with

clean bakes, LODs, attachments.

Interactive Props

Doors, panels, and utility props

with pivots, LODs, clean naming.

Worldbuilding Clutter Packs

Set dressing packs built

for fast placement and reuse.

Hero Hard-Surface Props

All samples shown are VertexVeda3D work.

Built for repeat orders

Best for

Mid-size teams needing reliable assets each sprint.

Teams needing reliable assets each sprint.

Not for

Exploration-heavy work or frequent style resets.

Exploration-heavy work or frequent style resets.

Outputs

Engine-ready packs with LODs, collisions, QA manifest.

Engine-ready packs with LODs, collisions,

QA manifest.

Predictable production. Clean handoff.

Predictable production. Clean handoff.

Award-winning studio with international recognition: 2nd Prize One Car Challenge 2025, 1st Place Shapelab x Blender 2025.

Award-winning studio with international recognition:

2nd Prize One Car Challenge 2025, 1st Place Shapelab x Blender 2025.

Award-winning studio (with international recognition):

2nd Prize One Car Challenge 2025 (3D models.org),

1st Place Shapelab x Blender 2025.

Client — Scalise Artworks

61 production assets delivered for "Island Keeper". Ongoing.


"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.

Client — Scalise Artworks

61 production assets delivered for "Island Keeper". Ongoing.


"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.

Client — Scalise Artworks

61 assets delivered for "Island Keeper". Ongoing.


"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.

Client — Scalise Artworks

61 production assets delivered for "Island Keeper". Ongoing.


"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.

Process

A repeatable pipeline with clear inputs and predictable revisions.

A repeatable pipeline with clear inputs

and predictable revisions.

Step 1 – References + spec

Style refs, scale targets, engine requirements, asset list.

Asset list, style refs, scale targets,

engine requirements.

Asset list, style refs, scale targets,

engine requirements.

Step 2 – Blockout + approval

Fast blockout to lock silhouette and proportions.

Fast blockout to lock silhouette

and proportions.

Fast blockout to lock silhouette
and proportions.

Step 3 – Production + QA

Final mesh, UVs, textures, LODs, collisions, naming checks.

Final mesh, UVs, textures, LODs,

collisions, naming checks.

Final mesh, UVs, textures, LODs,

collisions, naming checks.

Final mesh, UVs, textures, LODs,
collisions, naming checks.

Step 4 – Delivery Pack

Organized folders plus a manifest for easy import.

Organized folders plus a manifest

for easy import.

Organized folders plus a manifest
for easy import.

What you receive

Engine-ready packs delivered in a clean, repeatable structure.

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

Future batches can match the same locked standards.

Future batches can match the same locked standards.

Inputs needed

Send what you have. We confirm what’s missing before production.

Send what you have.

We confirm what’s missing 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)

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.

Clear checkpoints keep batches consistent

and prevent revision loops.

Included revisions

Included revisions

2 checkpoints for the pilot set: blockout approval, then final pass. Batches follow the locked rules.

2 checkpoints for the pilot set:
blockout approval, then final pass.

Batches follow the locked rules.

Batch rule

Batch rule

After style and targets are locked, batch assets follow the same rules. New style direction becomes a new batch.

After style and targets are locked, batch assets follow the same rules.

New style direction becomes a new batch.

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

What counts as a change request

New asset types, new style direction, or changed technical targets (poly, texel, LOD, collisions).

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.

We confirm the timeline after reviewing

your inputs and asset list.

Pilot set lock

Pilot set lock

Typical: 2–5 working days after complete inputs and 1 reference asset approved.

Typical: 2–5 working days after complete inputs

and 1 reference asset approved.

Production batches

Production batches

Typical: 5–15 props per week once standards are locked. Depends on complexity.

Typical: 5–15 props per week

once standards are locked.

Depends on complexity.

Rush option

Rush option

If needed, we can prioritize with an agreed rush plan and revised quote.

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.

Start Game brief

Ready to start a pilot set?

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

Start Game brief

FAQs

Short 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 a 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.

Get a quote for an engine-ready asset pack

Share your asset list, target engine, & reference style.

We reply with scope, timeline range, and price.

Start Game brief

Clear scope gates. Predictable delivery.

Send one SKU. Get a repeatable pipeline.

Get a quote for an engine-ready asset pack

Share a SKU list and 2 to 5 reference images.

We reply with a clear quote and timeline range.

Share your asset list, target engine, and reference style.

We reply with scope, timeline range, and price.

Clear scope gates. Predictable delivery.

Clear scope gates. Predictable delivery.

Get a quote for an engine-ready asset pack

Share your asset list, target engine, and reference style. We reply with scope, timeline range, and price.

Start Game brief

Clear scope gates. Predictable delivery.