
3D environment art services for games
Immersive worlds, modular level kits and hero locations built to your art direction and your performance budget, tested inside your engine before you see them.
- NDA before any files are shared
- Engine-tested before delivery
- Two revision rounds per milestone
An environment art team focused on shippable worlds
Environment art is not decoration. It is where the game happens. Every project starts with two questions: how should the player feel, and how do we make it look incredible without breaking the frame rate you promised?
Hexar Studios works from first blockout to final polish, for AAA, mobile and VR. Modular kits or hero locations, every piece is checked inside your target engine before delivery, not just exported and hoped for.


Environments and set pieces
Interiors, exteriors and props from shipped games and film projects.













What our 3D environment artists build
We adapt to your engine, art direction and technical limits instead of forcing one formula.

Realistic AAA environments
Photoreal interiors, exteriors and full biomes with PBR surfaces and set dressing that holds up at cinematic distances.

Stylized environments
Strong shapes and painterly textures that match your existing style or help you define one.

Modular level kits
Grid-snapping kits for level designers with unified texel density and material variations that avoid visible repetition.

Mobile and casual environments
Tight draw-call budgets, baked lighting and hand-painted textures that read cleanly on small screens.

Open-world biomes
Terrain, foliage systems and hero landmarks, planned with LODs and performance zoning from day one.

VR and cinematic sets
Low-draw-call VR spaces and high-detail hero sets for pre-rendered cinematics, from the same team.

Building levels or a modular kit?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
Our 3D environment pipeline
You walk the space at scale in greybox before any final art is produced.
Brief and reference lock
Mood, gameplay function, camera angles, engine and tri budget are agreed, and a written direction document is locked before blockout.
Concept and blockout
Concept sketches, paintovers and a greybox blockout in your engine. You walk the space at scale and we lock direction together.
Modeling and modular kit
Hero assets, modular pieces and set dressing with clean topology, consistent scale and grid-ready pivots.
UVs and texturing
Texel density planned at scene level. Hand-laid UVs and materials built to your spec, using trim sheets or master materials.
Lighting and set dressing
Assets assembled, dressed to match concept and lit in your engine. We iterate on mood and readability before final bake.
Optimization and delivery
LODs baked, draw calls audited, collision generated and naming matched, delivered via Perforce, Git or file share.
Deliverables and technical specs
Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.
Files
FBX, OBJ, USD or engine-specific formats.
Modular standards
Grid snapping, consistent pivots and shared materials.
Poly budgets
Built to fit your engine, from lightweight mobile to detailed AAA.
Texture sets
Full PBR plus optional Height, Emissive and Subsurface.
Texel density
Unified across the whole scene.
LODs
Up to four levels, baked and named to your convention.
Collision
Custom collision meshes generated per asset.
Lighting
Baked or real-time, delivered inside your engine setup.
Revisions
Two rounds per milestone, transparent scope beyond that.
Maya
Blender
ZBrush
Substance 3D Painter
Unreal Engine 5
Unity
Proprietary engines (Anvil, Cobra)
Projects that used this service

Call of Osiris
Mummy characters and Egyptian-themed environments

Tiger 3
Afghan environments, military vehicles and weapons

Artificial Detective
Cinematic props and sets for Vivix Studios
3D environment art questions, answered
Still weighing it up? A 20-minute call with a lead artist usually answers the rest, and we can review your references together.
Do you build modular kits or one-off hero environments?
Both. Modular kits suit large playable spaces where level designers iterate, while hero environments suit cinematics, story beats and landmarks. Mixed projects use a shared material library so the two blend seamlessly.
Which engines do you deliver environments in?
We specialize in Unreal Engine and Unity and have also worked in proprietary engines such as Ubisoft’s Anvil and Frontier’s Cobra. Every asset is tested in the target engine before delivery.
How do you handle texel density across a large environment?
Texel density is planned at scene level before production. We agree a target with your team, then every asset is UV’d, textured and checked against that standard so surfaces read consistently.
Can you match an existing environment art style?
Yes. Share your style bible, screenshots or an in-development scene and we match material treatment, silhouette language, lighting mood and dressing density.
Do you handle lighting, or only geometry and textures?
Either. Some studios keep lighting in-house and use us for modeling and texturing; others hand over full scenes for dressing and lighting. We recommend the split that fits your production.
How long does an environment take?
A small stylized interior takes about three to four weeks, a mid-detail exterior or modular kit six to ten weeks, and a full AAA hero environment with custom props and lighting twelve weeks or more. Timelines are confirmed in writing.
What producers say about working with us

Ready to build a world your players will love?
Share your brief and get a written scope, timeline and quote within one business day.


