
VR and AR game art
Characters, props and environments that convince from every angle and at arm’s length, built to the frame-rate budgets of standalone headsets.
- Built to real-world scale
- Low draw-call budgets
- glTF and USDZ on request
What VR and AR experiences need from their art
01
Detail at arm’s length
Players pick things up and look closely, so props need clean topology and texture detail where the hand and eye go.

02
Frame rate comes first
Low draw calls, texture atlases and careful LODs help standalone headsets hold a stable frame rate.

03
Correct real-world scale
Assets are modeled to real-world scale and checked in engine against your player rig before handoff.

Services for AR and VR studios

Technical Art
Shaders, LODs and pipeline tools

Hard Surface Art
Weapons, vehicles and mechs

3D Environment Art
Kits, hero locations and biomes

3D Character Art
Heroes, NPCs and full rosters
Selected work for AR and VR studios
A few pieces from our portfolio. Click any image to see it full size.











Building a VR or AR experience?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
VR game art questions, answered
Not covered here? A 20-minute call with a lead artist usually answers the rest.
Which headsets do you build for?
We build to the budgets you set for standalone headsets such as Meta Quest and for PC VR, and test against your target frame rate.
Can you optimize existing assets for VR?
Yes. We can retopologize, atlas and re-bake existing assets so they fit a VR performance budget.
Do you deliver AR-ready files?
Yes. We can export glTF and USDZ alongside FBX when your AR pipeline needs them.
How do you make sure scale is right?
Every asset is built to real-world units and checked in engine against your player rig before delivery.
What producers say about working with us

Make your VR world feel real at arm’s length
Share your headset targets and references. We reply within one business day with a scope and a quote.


