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






More Game Art

Tactical Expeditionary Rucksack
Game-ready asset with modular webbing and detailed fabric folds.
View project
Spaceship Interior
Sci-fi interior environment, modeled and rendered.
View project
Prop Repair Machine
Textured game prop, a study of a machine from the game Propnight.
View projectAgreed 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
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.
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.
- 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)
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.