Wayfinder • Action RPG • Airship Syndicate
Ice Titan Boss
We built the Ice Titan to look like a massive, solid block of ice. The main thing was getting those sharp, jagged crystal edges to look right. We focused on the contrast between the cold blue surfaces and the bright glowing core in the chest. By using hand-painted textures and strong emissives, we made sure the boss stays readable and hits the signature Wayfinder look perfectly.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Environment
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Horror Cave
We built the Horror Cave to be this massive, bloated beast. Our team focused on the unsettling silhouette, the multiple limbs, and the human figure fused to its back. We used hand-painted textures for the skin folds and added bright purple and yellow emissives to the mouth and lanterns. The goal was a clean, stylized model that stays readable in dark areas and fits the Wayfinder aesthetic perfectly.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Silas "Silo" Vex
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Gloom Husk
We built the Gloom Husk around a thin, unsettling silhouette. Our team focused on the sharp contrast between the dark, bone-textured armor and the bright energy glow in the chest and jaw. We used a mix of hand-painted textures and strong emissive maps to ensure the model stays readable and fits the Wayfinder art style perfectly.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Giant Digger
We built this heavy industrial machine to feel massive and functional. Our main focus was on the weathered, hand-painted metal textures and the complex rotating drill head. We added those glowing yellow emissives to give the inner mechanics some life and make the asset stand out in darker environments. The goal was to keep all the mechanical details – like the tracks and vents – sharp and readable while fitting the stylized look of Wayfinder perfectly.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Hollow
We built the Hollow to capture that aggressive, organic look common in the Wayfinder universe. Our team focused on the sharp contrast between the pale, weathered wood textures and the intense green energy pulsing through the torso and joints. We used a mix of hand-painted bark details and strong emissive maps to make sure the character stands out in-game while keeping the silhouette readable from any angle.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Stomper
We worked on the Stomper to make it feel heavy and powerful. The main focus was the contrast between those dark stone plates and the lava glowing in the cracks. We used hand-painted textures for the rock and strong emissives to make the heat really pop. The goal was to keep the bulky silhouette readable in combat while staying true to the stylized Wayfinder look.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Melee Weapons
We made these weapons to blend organic roots with sharp energy. Our team went with a mix of hand-painted wood textures and bright green crystals for the blades. We pushed the emissive maps hard to make the edges really glow, especially in dark areas. The goal was a clean, stylized look that fits the Wayfinder world and stays readable during fast combat.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Range Weapons
We built these range weapons to mix mechanical parts with magical crystals. Our team focused on the sharp transition between the cold blue crystal arms and the warm gold body. We used hand-painted textures and added bright cyan emissives in the energy channels to make the weapons stand out. It was all about keeping the mechanical details clear while making sure the magical elements really glow.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Hollow Boss
We built the Hollow Boss to look like a massive, ancient force of nature. Our main focus was the weathered wood textures and the way the green energy pulses through the bark. We used hand-painted textures to give the twisted branches depth and leaned into strong emissive maps for the spine and chest areas. The goal was to keep that heavy, imposing silhouette readable during a fight while staying true to the stylized Wayfinder art style.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Bandits
We built these Bandits to look like heavy-duty scavengers. The main thing was mixing the bolted metal plates with that signature yellow scarf to give them some character. We used hand-painted textures for the skin and worn metal, then added yellow emissives to the tech and goggles so they’d really pop. The goal was a bulky, readable silhouette that hits the Wayfinder style perfectly.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
Twin Horn
We made the Twin Horn as a heavy pack animal. The main challenge was balancing all the gear-barrels, baskets, and blankets – on those massive horns without messing up the silhouette. We used hand-painted fur textures and added glowing lanterns to give it some extra life. It’s a solid, bulky model that fits right into the Wayfinder world.
Software Used
Maya
Photoshop
ZBrush
Substance 3D Painter
Marmoset Toolbag
Blender
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