We engineer highly detailed 3D firearms, tactical gears, and custom melee weapons. Our hard-surface modelers configure modular attachment schemes, clean low-poly retopology, PBR texturing, and reload-ready joint limits.















Harness next-gen hard-surface detail, modular setups, and reload-ready joints.
High-precision geometry modeling, clean bevel profiles, and detailed ZBrush stampings for firearms.
Custom scope attachments, magazine sizes, barrel mods, and stock configurations built to snap to pivots.
Realistic metallic finishes, worn polymer paints, and custom carbon fiber configurations mapped in Substance.
Separate receiver, trigger, magazine, bolt, and charging handle pivots optimized for reload animation.
CubeStaX develops high-performance Weapon Art solutions across multiple genres and business models. Whether you're building a casual mobile experience, AAA project, educational platform, or immersive XR application, our experts deliver scalable, optimized solutions tailored to your goals.
We deploy robust games across mobile, console, desktop, and immersive XR headsets.

Flexible structures aligned with your engineering capacity and development scope.
Ideal for well-defined weapon models, attachment packs, and melee items where parameters are pre-locked.
A fully dedicated squad of weapon modelers, hard-surface artists, and coordinators assigned to your project.
Inject experienced senior weapon artists directly into your existing git/Perforce pipelines and standup routines.
Milestone-driven production where we manage end-to-end weapon art delivery from GDD concept sketch to final rigs.
Utilizing modern intelligent algorithms to enrich NPCs, telemetry analytics, and automated validation.
Custom procedural material graphs built inside Substance Designer for rapid weapon wear and scratching details.
Automated scripts checking face normals, UV overlap configurations, and vertex loops in weapon models.
Integrating semi-automated receiver and attachment snap vector calculations to speed up model configurations.
Smart texture resolution verification checking albedo and normal map density for first-person views.
Procedural scripts creating level-of-detail (LOD) models to guarantee smooth rendering performance.
Our weapon art services cover the full game life cycle. We combine robust game designs with structured software engineering practices. We handle multiplayer network replication, dynamic asset streaming, memory optimization, and physics configurations to guarantee a fluid 60 FPS on any player device.

Explore the foundational components of our Weapon Art offerings.
High-precision hard-surface receiver models, custom barrels, and stock configurations.
Detailed tactical scopes, silencers, compensators, custom grips, and laser sights.
Detailed swords, combat knives, axes, and customized close-quarters combat items.
Albedo, roughness, metallic, normal, and ambient occlusion maps configuration in Substance.
Separate receiver, trigger, magazine, bolt, and charging handle pivots configuration.
Highly imaginative laser rifles, plasma weapons, and futuristic energy weapon concepts.
Creating clean UV layouts, maximizing texel density, and packing UV maps efficiently.
Baking high-resolution sculpt details onto low-poly receiver meshes using Marmoset.
Reducing vertex overhead, cleaning UV maps, and compiling optimized material textures.
Importing FBX files, setting up prefabs, building materials, and testing in Unity/Unreal.
We leverage modern, optimized frameworks and graphics engines.
A structured lifecycle focused on performance, quality, and iteration.

We map out core mechanical ideas, establish the GDD (Game Design Document), select the target tech stack, and align milestones.

We model character sheets, outline ui screen wireframes, compile reference mood boards, and setup core lighting aesthetics.

We build block-outs of levels and code simple mechanical physics to test inputs and ensure the game loop is satisfying.

Our engineers construct clean C# system logic, integrate assets, plug in audio triggers, and implement multiplayer pipelines.

We benchmark memory, profile CPU call states on hardware targets, fix code leaks, and conduct player test groups.

We compile platform-compliant distribution files and handle store certification passes on Steam, Apple, Google, Sony, and Nintendo.

We monitor telemetry metrics, balance difficulty variables, update assets, and release downloadable patches.
We deploy specialized interactive applications across multiple sectors.

Find answers to common questions about our technical pipelines.
Yes, receivers, barrels, scopes, grips, and magazines are structured as separate files designed to snap to matching pivots.
Absolutely. All receiver bolt assemblies, trigger mechanisms, and charging handles possess correct local pivot alignment.
Yes, we focus texel densities on sections facing the camera, keeping low-poly meshes optimized for FPS rendering limits.
We compile modular setups into Unity prefabs or Unreal Engine 5 blueprints with correct attachment sockets.
We follow an Agile milestone-based structure: Discovery/GDD, UI/UX Game Design, Graybox Mechanic Prototype, Full Systems Development, QA/Tuning, Publishing/Certification, and Post-launch Support.