3D Art
10.09.2025

What Are 3D Modular Systems in Game Development? A Beginner-Friendly Guide

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Have you ever walked through a game and wondered, “How did they build all of this?” Cities, castles, dungeons, forests… you name it. It might seem like every wall and window was crafted one at a time. But in reality, most of those environments were made using a much smarter approach: 3D modular systems.

In this article, we’ll explain what modular systems are, how they work, and why studios like us, Devoted Studios, use them to build large-scale environments quickly and efficiently.

What Is a 3D Modular System?

Let’s start with the basics. A 3D modular system is a set of reusable building blocks used to create game environments.

Think of it like LEGO. Instead of making one big building as a single model, artists break it down into smaller pieces called modules. These pieces might include:

  • A section of a wall
  • A window
  • A doorframe
  • A corner piece of a roof
  • A sidewalk or stair
  • Even a chunk of rock or cliff

All these modules are made to fit together perfectly, based on shared measurements (called metrics). They snap together cleanly in any combination, allowing artists and designers to create many different scenes using the same parts.

Why Do Studios Use Modular Systems?

Imagine you’re building a whole city for an open-world game. Doing that by hand, one building at a time, would take forever. You’d need dozens (or hundreds) of unique 3D models, which would slow down your production, cost more, and make your game heavier to run.

Here is why modular systems are useful:

Modular System Benefits

For example, at Devoted Studios, we have created modular kits that use just 50MB of texture data. With that, we can build entire neighborhoods by combining and reusing the same parts in different ways.

What Does a Modular Workflow Look Like?

Here’s a simplified version of how we create a modular system at Devoted Studios:

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#1: Start with a concept

We begin with an idea or drawing of a space, like a building or a room. This helps us understand the look and feel we are going for.

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#2: Break it into parts

We split the concept into logical parts: walls, corners, doors, windows, trims. We define clear sizes (like “this wall is 4×4 meters”) so everything lines up.

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#3: Block it out

Before we get into detailed modeling, we create basic 3D shapes to test how everything fits. This is called a blockout, and it is where we catch early problems.

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#4: Model and texture

Once the blockout is approved, we create detailed 3D models and add textures. The result is a clean, reusable set of game-ready modules.

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#5: Import and test in the engine

We bring the assets into the game engine (like Unreal or Unity) and test them in real scenes. If anything doesn’t align perfectly, we fix it early.

How Different Team Members Work Together

Building a modular system takes teamwork:

  • Concept artists design the original look of the environment.
  • 3D artists break it down into modules and build the actual models.
  • Technical artists help with tools, snapping systems, and integration into the engine.
  • Level artists use the modules to build actual game areas.

All of these team members need to follow the same rules. If a wall is supposed to be 400cm wide, it can’t be 401cm. Even a 1cm difference can break the whole system. That’s why documentation and communication are so important.

How to Avoid Repetition in Modular Art

A common beginner’s concern is: “If I reuse the same pieces, won’t everything look the same?”

It’s a good question. And yes, repetition is a real risk. But there are creative ways to hide it.Here is how we solve that:

  • Use decals like dirt, cracks, stains, or graffiti to add variety.
  • Make alternate versions of key pieces with small changes.
  • Design smarter textures that do not have large, obvious details that repeat.

A good example is concrete. Instead of adding a big crack in the texture, we use small surface noise. That way, even if it repeats, it does not look unnatural.

How We Test and Validate a Modular Kit

Before we say a modular kit is ready, we go through a checklist:

  • Do all pieces connect correctly?
  • Do floors and stairs line up?
  • Do windows and doors fit properly?
  • Are textures seamless?
  • Are sizes accurate?

All of this is tested during the blockout phase using simple placeholders. It is better to fix problems early, before investing time in polish and detail.

Common Mistakes and How to Avoid Them

Modular systems are powerful, but they come with risks if you are not careful. Some common beginner mistakes include:

  • Using the wrong size for a module
  • Misplacing the pivot point (which causes snapping issues)
  • Forgetting to fully close the model (it should be watertight)
  • Not planning for both the outside and inside of a building
  • Overcomplicating the system with too many parts

To avoid this:

  • Use clean, easy-to-measure sizes (like 2 meters or 4 meters)
  • Build a clear style guide or documentation
  • Test early using blockouts
  • Work closely with the team to keep everything aligned

Real-World Game Examples

Many popular games use modular systems behind the scenes:

  • Spider-Man builds its entire city using modular buildings
  • The Division uses modular kits to design its urban environments
  • Far Cry: Wildlands combines modular kits with procedural generation
  • Dishonored 2 separates modular systems for interiors and exteriors

In all of these games, modularity allows developers to build large, believable worlds without starting over for every object or building.

One Last Thing!

3D modular systems are one of the smartest ways to build rich, scalable game environments. Instead of crafting everything by hand, artists and designers build flexible kits and use them to create endless variations. This saves time, reduces costs, and helps teams stay efficient across large projects.

If you are new to game development, learning modular design is one of the most useful skills you can pick up. It teaches you how to think systematically, work as part of a team, and build environments that feel alive.

At Devoted Studios, we believe modular systems are not just a technique. They are a mindset that helps teams move faster, collaborate better, and deliver high-quality results.

04.09.2025

3 Art Directors. Same Riot Experience. Here’s What We Learned from Their Stories

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What does it really take to become an Art Director in games?

For Minoh Kim, it started in QA.
For Artem Volchik, it started in modding.
For Billy Ahlswede, it started with a comic book portfolio and a love for fantasy.

Photo of art directors in a group

All three have held leadership roles at Riot Games… but their stories couldn’t be more different.

We’ve all asked ourselves: “Am I on the right track?” Hearing how these art directors built their careers helped us see just how many ways there are to grow, and why the detours often matter most.

Minoh Kim: From Game Tester to Art Director at Riot.

Before becoming an Art Director at Riot, Minoh started out as a game tester at Sony.

He spent his early career toggling between concept art gigs and internal QA roles. That gave him two things:

  • An eye for design that serves gameplay
  • A deep respect for how games actually get built.

“There’s a difference between just an artist and a game developer… this pixel doesn’t have to be the most beautiful thing ever, but it has to work for what the game’s design is.”
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Today, Minoh leads with that same mindset. To him, great art direction starts with strong fundamentals, and a willingness to collaborate across disciplines.

Artem Volchik: Self-Taught, Mod-Driven, Player-First.

Artem didn’t follow a traditional path. He didn’t go to art school. He learned by doing. Through modding, passion projects, and working with small teams.

What moved his career forward wasn’t a degree. It was the experience he built over time. That eventually led him to roles at Riot, Bungie, and now his own studio, Raid Base Inc.

One thing he cares about deeply is helping artists spend more time on meaningful creative work and less on repetitive tasks.


“We should really make artists’ lives better. Less repetitive work, more focus on the stuff that moves the needle.”
Artem Volchik avatar

He brings a systems-thinking approach to art direction, especially when it comes to pipelines, tools, and tech that supports creative freedom.

Billy Ahlswede: From Fantasy Sketches to Stylized Worlds.

Billy’s path mixed a love for fantasy with being in the right place at the right time.

He joined Riot early on during League of Legends, then moved to work on Legends of Runeterra. After several years there, he took a new step and joined Elodie Games as Art Lead.

Why the change?


“You have to realize the game you’re working on might not be the game you love. I wanted to work on something that felt more like me.”
Billy Ahlswede avatar

Billy’s approach to art direction blends playful stylization with technical rigor. He’s known for building scalable pipelines that still feel expressive, like using grayscale base tones for coloring, or stylized proxies to speed up iteration.

What Can We Learn?

No two journeys look alike, but here’s what kept coming up:

  • You don’t need a fancy degree if you’ve got real experience
  • Great art direction means thinking about the whole system, not just the visuals
  • Making games is a team effort, and your art has to help the player
  • Sometimes the biggest growth comes from taking a risk or trying something new

Listening to them reminded us there’s no one right way to build a career in games. You just have to keep learning, stay curious, and find what works for you.

29.08.2025

Behind Every Successful Game Is a Healthy Team

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Deadlines, tools, and budgets are important, but they are not enough on their own to carry a game to release.

Have you ever tried to do your best work in a place where you don’t feel safe to speak up, or where nobody notices your effort? It’s tough, right? Now imagine the opposite. You’re surrounded by people who listen, encourage, and value your input. Which team do you think performs better?

There is evidence that shows exactly why this matters.

Stress Levels Reported by Full-Time Office Workers in the U.S.

Statistics courtesy of Johns Hopkins University

Stress is a part of almost every workplace, but the numbers are eye-opening. In the U.S., 39% of full-time workers report moderate stress, 27% report low stress, while nearly one in four (23%) say they face high stress. Another 6% even describe their stress as unsustainable.

Now think about what that means in game development. Projects stretch over months or years, deadlines change, and everyone is forced to be creative all the time. If a third of a studio is working under high or unsustainable stress, quality starts to slip, morale drops, and turnover becomes harder to avoid.

If you are leading a team in game development, the responsibility starts with you. The culture of a studio or project is not built by accident. It is shaped every day by the way leaders communicate, recognize effort, and set the tone for collaboration.

What Does a Healthy Work Environment Look Like in Game Development?

We’re not just talking about comfy chairs or coffee in the break room (though those help). A healthy workplace is about how people feel when they show up every day. Do they feel safe to share ideas? Do they feel respected? Do they feel like their contributions matter? If the answer is yes, the results show up in project performance.

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Signs of a healthy workplace in game development

  • You feel safe to share your ideas.
  • People respect and recognize your work.
  • Leaders stay positive and supportive.
  • Communication is open and clear.
Iryna Vishnetskaia Experience

At Devoted Studios we not only believe, but know that a healthy workplace is a powerful driver of team performance and motivation. We’ve seen again and again that projects don’t just succeed because of talent or tools. They succeed because of people. And people do their best work when they’re in a healthy, supportive environment.

With 15 years of leadership experience, our VP of Production, Iryna Vishnetskaia, knows the impact of culture on teams.

So, let’s talk about what that ripple effect looks like.


“A healthy workplace is a powerful driver of team morale. When leaders foster an environment where people feel safe, respected, and valued, it creates a motivational ripple effect.”
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Boosting Team Motivation

If you’re wondering how a healthy workplace can boost motivation in game development, our answer is simple. Motivation is contagious.

We’ve noticed something about motivated teams. They deliver better results. And motivation often has less to do with deadlines or paychecks, and more to do with how people feel in their environment.

In supportive workplaces, people are more likely to:

  • Put in their best effort.
  • Stay engaged without burning out.
  • Feel proud of their work and the team they’re part of.

“High morale lays the foundation for stronger collaboration, creativity, and collective success.”
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Encouraging Creativity and Innovation

Have you ever had a great idea for a game feature but kept it to yourself because you were worried people might laugh or shoot it down? That’s what happens in an unhealthy workplace, and it can cost the project some of its best ideas.

That’s why psychological safety matters. As Iryna says, “When people feel safe to share ideas without fear of criticism, creativity flourishes. Your team is more likely to suggest innovative solutions, take risks, and explore new possibilities.”

At Devoted Studios, we make a point of celebrating both big and small achievements. That recognition keeps creativity alive, especially in game development where new ideas are everything.

A few simple ways we encourage creativity:

  • Let everyone contribute to brainstorming sessions.
  • Treat experiments as learning opportunities.
  • Remind people often that their input matters.

Communication Gets Easier

Good communication is like oil in the engine of a project. Without it, everything slows down. In a healthy environment, communication flows naturally. People share feedback, ask questions, and raise concerns without hesitation.

The results?

  • Fewer misunderstandings.
  • Faster problem-solving.
  • More trust in the team.

We also love celebrating progress during updates, no matter how small it is. Sharing small wins keeps the team aligned and gives everyone a reason to feel proud.

Stronger Bonds Between Teammates

A healthy workplace doesn’t just build good projects. It builds strong connections. When people encourage and respect each other, they feel like more than just coworkers. They feel like a team.

Iryna describes this as camaraderie. It’s the sense that “we’re in this together.” Teams with strong bonds can handle challenges better and celebrate successes bigger.

Resilience Grows in a Supportive Workplace

Every game project runs into problems at some point. What really matters is how the team reacts when things get tough.

Iryna told us about her experience leading a global team on W2K22 projects at Devoted Studios. In the early stages, the art style they created did not match what the client wanted, and the team had to start over from the beginning. In a high-pressure project like that, it would have been easy for morale to drop.

Instead of letting frustration take over, the team made a simple change. They started having daily check-ins with the client, showing progress step by step. This made communication smoother, built trust, and turned a difficult situation into a success.

Iryna focuses on building a culture that not only celebrates wins but also learns from failures. By doing this, we keep trust high, motivation strong, and creativity alive. Recognition is essential for both team unity and innovation, especially in a fast-changing industry like game development.

Healthy Teams Begin with Good Leadership

You might be thinking, “This all sounds nice, but what does it actually mean for business?”

The short answer is… Better workplaces means better results.

A supportive workplace is one of the smartest investments a game studio can make. When people feel safe, respected, and recognized, they stay motivated to perform at their best. Loyalty also increases, which means the studio avoids the high costs of constant recruitment, onboarding, and knowledge loss. Instead of losing time to turnover, leadership can focus on building stronger teams and better games. In the long run, the savings in both money and time are matched by gains in morale, creativity, and innovation.

This is what allows studios to deliver high-quality games on time.

So, how do you actually create this kind of workplace? Here are a few steps we focus on:

  • Stay positive and set the tone.
  • Recognize contributions, even small ones.
  • Encourage open feedback.
  • Give people opportunities to collaborate.
  • Value different perspectives and backgrounds.
  • Small actions build up to big changes.

At Devoted Studios, we have learned that a healthy environment is the secret behind strong projects. It keeps motivation high, sparks creativity, makes communication smoother, and helps teams stay united even when things get tough.

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“I truly respect leaders who highlight and focus on positive outcomes and small wins during communication with their teams. Based on my experience even the smallest achievements deserve recognition. Trust me, by celebrating them with your team you will boost the team’s confidence and reinforce unity.”

– Iryna Vishnetskaia,
VP of Production at Devoted Studios

So here is our question for you. When you look at your team right now, what kind of environment are they working in? And even more importantly, what is one small step you could take this week to make it healthier?