CLIENT: Indie Games
RELEASE: 2015-2026

INDIE GAMES

3D ART CHARACTERS WEAPON COSTUMES

Indie development is where constraints fuel creativity. We’ve always loved the raw energy of smaller teams, and this collection reflects our role as their technical and artistic backbone. From defining niche visual styles to delivering optimized 3D assets, 2D concepts, VFX and animation we helped turn ambitious concepts into playable reality.

The gallery below isn’t just a list of tasks, it’s a record of how we adapted our workflow to protect the unique vision of each creator. This is our contribution to the indie spirit.

Our Works on this project

Mandragora - Whispers of the Witch Tree
Mandragora - Whispers of the Witch Tree

Mandragora - Whispers of the Witch Tree

Client: Primal Game Studio (c) 2024
Tags: 3D ART, CHARACTERS, ENVIRONMENT

The 3D character development for Mandragora focused on capturing the gritty, hand-painted aesthetic of the witch-tree world. We emphasized sharp facial features and worn fabric textures to define the character’s battle-hardened appearance while maintaining high-fidelity stylized details.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Unsung Story
Unsung Story

Unsung Story

Client: Lettle Orbit (c) 2023
Tags: 3D ART, CHARACTERS, ENVIRONMENT

For Unsung Story, we developed this character with a focus on a chunky, readable silhouette essential for tactical RPG gameplay. The texturing process involved layering hand-painted details to define the sharp contrast between the heavy fur elements and the weathered metallic gear.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Zora, the Dune Whisperer

Zora, the Dune Whisperer

Client: Meta Interaction (c) 2023
Tags: 3D ART, CHARACTERS

The 3D creation for Zora focused on the complex layering of her ornate gold-trimmed armor and the sharp, aggressive silhouette of the floating blade-wings. We prioritized high-contrast hand-painted textures to make the metallic surfaces pop while ensuring the model remains optimized for the game’s combat sequences.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
3D model of Light Alchemist with a white hood and scrolls, designed for Hunters & Puzzles project.
Hunters & Puzzles - Characters

Hunters & Puzzles - Characters

Client: Igot Games (c) 2020
Tags: 3D ART, CHARACTERS

We developed this character for Hunters & Puzzles with an emphasis on a vibrant color palette and clean, mobile-optimized geometry. The texturing process focused on hand-painted details for the leather gear and fabric to ensure the stylized silhouette remains sharp across various in-game environments.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Massive 3D blue crustacean-themed sword and shield assets for Hunters & Puzzles character classes.
Hunters & Puzzles - Weapons

Hunters & Puzzles - Weapons

Client: Igot Games (c) 2020
Tags: 3D ART, WEAPONS

The 3D weapon creation for Hunters & Puzzles focused on high-readability and chunky silhouettes suitable for mobile gameplay. We balanced crystalline and metallic textures through a hand-painted approach, ensuring the assets feel vibrant and tactile while staying within strict technical optimization limits.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Xanthos, Ghost of the Eternal Flame

Xanthos, Ghost of the Eternal Flame

Client: Meta Interaction (c) 2023
Tags: 3D ART, CHARACTERS

The 3D model for Xanthos centers on a sleek silhouette defined by the leather-textured hood and sharp, obsidian-like shoulder accents. We focused on the balance between hand-painted skin tones and metallic waist-guard details to ensure the character fits the dark fantasy tone of the Ghost of Dragon project while remaining optimized for gameplay.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
BlackThorne Keep
BlackThorne Keep

BlackThorne Keep

Client: Limiar Studios (c) 2023
Tags: 3D ART, COSTUMES

For BlackThorne Keep, our team focused on the complex layering of the character’s tunic and patterned sashes to create a rich, tactile feel. The 3D creation process emphasized high-fidelity texturing on the ornamental gold pauldrons and fabric to achieve a grounded, high-detail finish.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Royal Revolt 2
Royal Revolt 2

Royal Revolt 2

Client: Zug Zug Studio (c) 2023
Tags: 3D ART, ENVIRONMENT

The 3D environment development for Royal Revolt 2 centered on bold, chunky silhouettes and a vibrant hand-painted texture style. We focused on maintaining high readability and performance for mobile platforms while ensuring the stone, wood, and fabric elements felt cohesive and tactile within the game’s world.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Chimera of the Burning Abyss

Chimera of the Burning Abyss

Client: Meta Interaction (c) 2023
Tags: 3D ART, CHARACTERS

The 3D sculpt for this two-headed beast emphasizes a powerful, grounded silhouette through heavy muscular definition and ornate gold plating. We utilized high-contrast textures and red emissive accents to highlight the creature’s aggressive nature while maintaining technical optimization for the Ghost of Dragon environment.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Kingdom Dash
Kingdom Dash

Kingdom Dash

Client: VenumSpyder (c) 2015
Tags: 3D ART, CHARACTERS

The 3D development for Kingdom Dash focused on creating a vibrant, mobile-friendly character with a distinct chunky silhouette. We prioritized clean geometry and high-contrast hand-painted textures on the gold armor to ensure visual clarity during fast-paced gameplay.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Ghost of Dragon
Ghost of Dragon

Ghost of Dragon

Client: Meta Interaction (c) 2023
Tags: 3D ART, CHARACTERS

The 3D development for this character focused on a distinct ritualistic silhouette, dominated by the tall, tapered headpiece and sharp collar geometry. We emphasized the contrast between the muted olive armor and the vibrant red accents of the ceremonial beads and body markings to maintain a strong visual identity.

Software Used

Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Ready to bring your world to life?

Let’s turn your vision into game-ready visuals – fast, flexible, and without compromise.

Our Clients

Trusted by leading game studios worldwide.

Feedback from our clients

Cameron Williamson
Cameron Williamson
Operational Manager at Acme Inc.

“VSQUAD was our art partner in developing an interactive 3D multi-user simulator. We were glad to cooperate with this 3D art studio as their team showed a high level of proficiency.”

Savannah Nguyen
Savannah Nguyen
Project Manager at Acme Inc.

“Whether you have a team of 2 or 200, VSQUAD shared team keep everyone on the same page and in the loop.”

Jonathan Bernand
Jonathan Bernand
Marketing Coordinator at Acme Inc.

“I’ve known them for years as a company with good pricing and speed, broad skillset and sufficient size to take on larger projects if needed.”

FAQ

Everything you need to know about our game art services can be found here in the frequently asked questions. If you are interested in our 2D/3D workflow, approximate turnaround times, or pricing details, you will find the answers below. If you cannot find what you are looking for, simply reach out to us, and we will be happy to help!

We don't do "generic." We start by breaking down your mood boards and existing concepts to figure out the exact DNA of your world. Whether it’s stylized PBR or hand-painted low-poly, our goal is to make our assets indistinguishable from your internal team’s work.
The whole run. From high-poly sculpting and retopology to UVs, baking, and rigging. We’re basically a technical extension of your team - you give us the concept, and we give you a clean, game-ready mesh that’s ready for the engine.
Always. We know indie budgets aren't just about money - they're about draw calls and polycounts. We work strictly within your technical constraints, keeping geometry clean and textures optimized so your game runs smooth on your target hardware.
Flexibility is the point of outsourcing. We can dedicate a single artist for a few props or spin up a full unit for a character roster. If your milestones shift or the scope changes, we adjust the team size to match your current burn rate.
No black boxes. We usually plug into your Slack or Discord and run regular check-ins via Trello or Jira. You’ll see the work as it evolves, from the first block-out to the final bake, so there are no "surprises" at the end of the sprint.
Yes. We don't just send a FBX and hope for the best. We follow your naming conventions, pivot placements, and folder structures for Unity or Unreal. When you import the assets, they’ll just work - no fixing, no re-orienting, no wasted time.

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