For Game Studios

Game Art Production

Environment art, props and hard-surface assets for your game. Built to your technical budgets and delivered tested in Unreal Engine 5, by a studio developing its own Unreal Engine 5 games.

What We Produce

Three Disciplines

The work we do every day on our own games, available for yours.

Environment Art

Playable spaces and set pieces, from blockout to lit scene.

  • Modular kits and set pieces
  • Scene assembly, set dressing and lighting in UE5
  • Blockout approved before detailing begins

Props

Hero and background props, matched to how close the camera gets.

  • Built to a stated triangle and texture budget
  • PBR texturing to your material setup
  • LODs and collision where the brief needs them

Hard-Surface

Man-made objects: machinery, fixtures, structures and architectural detail.

  • Clean topology suited to your shading workflow
  • Baked or weighted-normal approach, agreed up front
  • Correct scale, pivots and orientation for the engine
In-Engine Work

Environments From HOPE

In-engine screenshots from HOPE, our own Unreal Engine 5 game in development.

Project Breakdown
Technical Handoff

Agreed First, Delivered Tested

Most outsourced art problems start with a spec nobody wrote down. We write it down before work begins.

Agreed Before Work Starts

  • Engine: Unreal Engine 5 and the exact version you are on
  • Budgets: triangle count per asset or scene
  • Textures: texel density and texture resolutions
  • Materials: unique, tiling, trim sheet, or your master materials
  • Structure: naming convention and folder layout
  • Engine setup: LOD count and collision type, where needed
  • Schedule: review points, revision rounds and delivery date

What You Receive

  • Assets imported and checked in a clean UE5 project before handover
  • Meshes (FBX) and texture sets in the formats agreed
  • Unreal-ready assets in your folder structure, if requested
  • Source files, when they are part of the agreed scope
  • A delivery sheet per asset: triangles, texture sizes, LODs, collision
  • Wireframe and UV previews for your review
How A Project Runs

From Brief To Delivery

Brief

You send references, an asset list or scene description, engine version, budgets and a deadline. If budgets aren't set yet, we help define them.

Scope & Quote

We reply with a written scope, schedule, price and number of revision rounds. If you need an NDA, it is signed before you share files.

Production

Blockouts or first-pass models come to you for approval before detailing. Progress is shared at the milestones we agreed.

Check & Deliver

Assets are tested in a clean UE5 project, then delivered with the delivery sheet. Revisions follow the agreed rounds.

Communication

Who You Work With

SoulStick Interactive is a founder-led studio in India developing two original UE5 titles, HOPE and Petrol Pump Simulator. Game art for clients runs on the same pipeline.

We are a small team. We take on work we can deliver at the quality shown on this site, and if a schedule isn't realistic we tell you at the quote stage, not at the deadline.

Unreal Engine 5 Autodesk Maya Autodesk 3ds Max Substance Painter Marmoset Toolbag
  • One point of contact: a founder, from quote to delivery
  • Visible progress: in-engine screenshots at each agreed milestone
  • Written feedback: tracked against the agreed scope
  • NDA: available on request, signed before files are shared
  • Time zone: India Standard Time (UTC+5:30)
Send A Brief

Tell Us What
You Need Built

An asset list or scene description, engine version, budgets and a deadline are enough for us to scope it.