MULTIPLAYER RPG GAME
We joined forces with Airship Syndicate to bring Ruined King to life, focusing on the 3D side of characters, creatures, and weaponry. Our main challenge was keeping the soul of League of Legends while adapting it for a new RPG perspective.
The gallery below shows the work we put into these assets – from the first sculpts to the final game-ready versions. This is how we helped build the visual grit of Bilgewater and beyond.
Our Works on this project
Razorfin and Seabat
Designing the Razorfin and Seabat required a balance between aggressive silhouettes and the hand-painted texture style iconic to Bilgewater’s fauna. We focused on maintaining high-readability during gameplay while pushing the dark fantasy details in the 3D sculpts.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Handguns and Shields
For these assets, our team prioritized chunky, functional silhouettes that feel grounded in the gritty atmosphere of the Ruined King universe. The hand-painted textures emphasize wear and tear, ensuring these tools look like battle-hardened gear rather than clean props.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Commander Leadros
Bringing Commander Ledros into 3D meant translating his spectral presence into a solid, stylized model without losing the ethereal glow of the Shadow Isles. We emphasized the weight of his battle-worn armor in the sculpt to contrast with the ghostly green energy of his core.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Daggers
These daggers were sculpted with heavy, jagged edges to reflect the lethal nature of the Bilgewater underworld. The hand-painted texturing process adds layers of grime and oxidation, making the stylized blades feel dangerous and used.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Pirates
For this pirate-themed brawler, we focused on aggressive silhouettes and the contrast between soft fur elements and heavy metal gauntlets. The hand-painted texture work was key to achieving the weathered, grimy look of a Bilgewater veteran while keeping the model optimized for the game’s top-down perspective.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Mistwalker Librarian
The Mistwalker Librarian’s design emphasizes the floating scroll-headpiece and tattered red cloak to create a distinct spectral silhouette. We used high-contrast hand-painted textures and a toxic green emissive to highlight its supernatural origins while maintaining technical optimization for top-down gameplay.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Mistwalker Librarian
This version swaps the palette for deep blues and teal glows to provide visual variety among the spectral enemy ranks. We adjusted the texture shaders and emissive intensity to ensure the model’s readability remains consistent across the darker, moodier environments of the Shadow Isles.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Sea Monster
The Sea Monster was sculpted with a streamlined, predatory silhouette to emphasize its agility in the game’s aquatic environments. We utilized high-contrast hand-painted textures and bioluminescent accents to maintain visual interest while ensuring the creature remains readable against darker, murky backgrounds.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Cannon Crab
Integrating heavy artillery into the Cannon Crab’s rocky anatomy required a focus on physical weight and material contrast. We used aggressive, blocky shapes for the shell to support the mounted cannons, while the hand-painted textures highlight the weathered grit typical of Bilgewater’s shoreline threats.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
ShadowYone
ShadowYone’s transition into 3D focused on maintaining his signature dual-blade silhouette while incorporating the spectral purple tones of the Shadow Isles. We utilized high-contrast hand-painted textures and targeted emissive maps to preserve visual readability in the game’s isometric environments.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
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
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!
GET IN TOUCH
Got a project in mind? We usually reply within a day.
LIKE OUR STUDIO? THEN CHECK THESE OUT!
Prefer email or LinkedIn?
Break the ice and write directly to us!
-
Our email:
[email protected]
-
Art Director:
Volodymyr Liubchuk
-
Assistant Producer:
Violetta Popova
-
Job opportunities:
Join our team