CLIENT: Airship Syndicate (c)
RELEASE: 2023

MULTIPLAYER RPG GAME

3D ART CHARACTERS WEAPON

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

Stylized 3D character art of the Razorfin creature with multi-angle renders for Ruined King game portfolio.
Razorfin and Seabat

Razorfin and Seabat

Client: Airship Syndicate (c)
Tags: 3D ART, CHARACTERS

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 Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Stylized flintlock pistol with glowing orange barrel for Miss Fortune in Ruined King game.
Handguns and Shields

Handguns and Shields

Client: Airship Syndicate (c) 2023
Tags: 3D ART, WEAPON

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

Commander Leadros

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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 Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Stylized heavy stone blade weapon prop from Ruined King: A League of Legends Story.
Daggers

Daggers

Client: Airship Syndicate (c) 2023
Tags: 3D ART, WEAPON

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 Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Large ginger bearded pirate with heavy lion-themed gauntlets 3D character for Ruined King game.
Pirates

Pirates

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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

Mistwalker Librarian

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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

Mistwalker Librarian

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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 Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Stylized blue and teal sea monster 3D character model for Ruined King: A League of Legends Story game art.
Sea Monster

Sea Monster

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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 Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Bone armored Cannon Crab 3D character model front view for Ruined King game portfolio.
Cannon Crab

Cannon Crab

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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

ShadowYone

Client: Airship Syndicate (c) 2023
Tags: 3D ART, CHARACTERS

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

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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 handled 3D characters, creatures, and weapons - from concept-to-sculpt to final game-ready assets. Everything you see in the gallery was delivered by our team for Airship Syndicate.
We start by studying the source material - silhouettes, color language, lore - and align with the client before touching a polygon. Staying true to the IP while adapting it for a new context is part of the brief, not an afterthought.
ZBrush for sculpting, Maya for retopology and rigging prep, Substance 3D Painter for texturing, and Marmoset Toolbag for presentation renders. Photoshop and Blender were also in the mix depending on the asset.
Silhouette and contrast come first. We design every asset with the camera distance and perspective in mind - isometric view in this case - so details don't get lost and characters stay instantly readable during gameplay.
Concept review → blockout → hi-poly sculpt → retopology → UVs → hand-painted texturing → engine export. The client has visibility at each stage with scheduled checkpoints and iteration rounds built in.
Yes - and this project is a good example. We delivered hero characters, enemy creatures, and weapon props under one engagement, keeping the visual language consistent across all asset categories.

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