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Modular level art, biomes, and interior sets built to your engine's constraints. From a single interior to a full game world — delivered to spec, on time.
XQUBE builds game-ready environments for PC, console, mobile, and VR. We design modular kits that maximise reuse across your level, then layer in hero pieces and unique detail elements that break repetition.
We make sure every asset is made with your pipeline requirement and compliance. Our expertise on different platform such as Unreal Engine, Unity, UEFN, Roblox will ensure smooth collaboration on any project you are planning to develop.
Style direction, mood board, poly budget, texel density, naming convention, and engine spec agreed in writing before production begins.
Rough spatial blockout confirms scale, flow, and composition and easy iterations. You walk through and approve before a single production asset is built.
Core tileable and modular pieces built first — walls, floors, trim, structural elements — designed for maximum scene reuse and optimal performance
We design modular kits around your gameplay and reuse requirements first — not aesthetics. Tileables, trim sheets, and hero pieces are planned together so the kit scales without visual repetition. You get a library that a level designer can build with, not just a set of pretty assets.
Yes. We work from your existing asset library, style guide, and engine scene files before production begins. A style validation set is submitted first — one modular kit or hero piece built to your exact spec. Scaling only happens after your Art Director approves the direction.
We deliver environments engine-ready — master materials, instanced variants, LODs, collision, and lightmap UVs all set up to your spec. If you need a fully lit and post-processed scene we handle that too. Deliverable scope is agreed in the brief.
We break large environments into modular production sprints — each sprint delivers a complete, reviewable section. You never wait until the end to see the full picture. Progress is visible at every milestone. Furthermore we discuss weekly progress on team calls to stay aligned with our production goals and avoid any potential expectation mismatch.
Poly budget and Draw call budgets, quad overdraw, material optimization, texture memory limits, and LOD chains are defined at the brief stage — not bolted on at the end. Every asset is profiled before delivery. If something doesn't hit your performance targets it gets fixed before it leaves the studio.
Unique hero assets, statement props, and detail pieces layered in to add visual interest and break repetition.
In-engine lighting pass and post-process and color grading setup. Scene reviewed together before final delivery.
Engine integration including all source files, textures, and engine-ready assets delivered to your naming convention. LOD chains included.
Fixed scope, fixed delivery. You brief us, we produce and deliver. Ideal for defined asset lists and milestone-based productions.
Dedicated monthly capacity. Flexible scope, consistent output, and priority access to the team.
Our artists in your pipeline. Your tools, your standups, your naming conventions. Scale up or down per sprint.
Tell us about your project and we'll scope a tailored solution — no fluff, no middlemen.
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