Rope Studios started with a problem every producer knows: outsourced art that looks right in a render but arrives needing cleanup. We built the studio around the opposite: small scoped batches, sign-off at every stage, and assets that work in your pipeline the day they land.
Your team should spend its time on the game, not on fixing vendor assets. We take on hard-surface work (weapons, vehicles, props and environment kits) and build it to your art bible, polycount budgets and naming rules.
Rope Studios is a founder-led core team supported by trusted contract artists. We work with indie, AA and AAA teams, from a single test asset to recurring production, and scale resources to the scope of each project.
Specialties
Polycount, texel density and LOD targets are agreed at the brief, then built to. Fast delivery that needs rework is not fast.
You talk to the lead and artists making your assets on Discord, Slack or email. No account-manager layer filtering feedback.
Based in New Delhi, with working hours that overlap US, UK and European teams, and written check-ins at every milestone.
LODs, clean UVs, collision and an asset sheet with every delivery, so your team imports the asset instead of fixing it.

Vikas Kumar
Studio Head & Founder
"We run a focused game art outsourcing studio specializing in props and production support for live and in-development games — without long hiring cycles, overhead, or fixed costs."
Lakshya Digital
Built foundational skills in environment art and asset production for AAA titles. Focused on building game assets, optimizing shaders for real-time rendering, and learning Substance Designer for tileable textures.
Pencillati Studios
Collaborated directly with Art Directors and Concept Artists. Responsible for texturing 3D models at optimal texel density. Picked up 2D rigging in Spine alongside 3D texturing work.
Dekogon
Built 3D PBR assets across games, real-time platforms, and marketplace content. Modeled High-Poly, Low-Poly, and Mid-Poly hard surface assets. Delivered project milestones on tight production schedules.
Slipgate Ironworks
Modeled and textured environments and props for real-time in-game use. Worked in Jira and Perforce through the full asset pipeline, from modeling package to Unreal Engine.
Virtuos
Created 3D PBR assets for shipped game titles. Modeled High-Poly, Low-Poly, and Mid-Poly hard surface assets to AAA production specs.
Rope Studios
Founded Rope Studios — channeling 8+ years of AAA production experience into a focused game art outsourcing studio. Leads strategy, client relations, art direction, and team growth. Building the studio into a long-term game art partner that teams can rely on for predictable delivery.
The same tools your team uses, so source files open cleanly on your side.
See our latest assets on ArtStation, connect on LinkedIn, or join our Discord community of game artists.