ASTROFISH KITS

Medieval Castle

Unity Asset Store Kit

Astrofish Games Created the DETAILED - Medieval Castle for the Unity Asset Store as our second kit in the series.

We focussed more on trim sheets and interiors. The kit is modular and has a range of environment props to complement it.

It is designed to run on PC/Console. It will run on VR/Mobile however technical considerations such as shadow casting lights, draw distance and occlusion culling have to be carefully considered.

Everything made for this kit is derived from Zbrush Sculpts.

 
 
 

Medieval Village

Astrofish Games created the DETAILED – Medieval Village in 2019 as our first release on the Unity Asset Store as a publisher. We chose a medieval setting for its broad appeal and as a solid baseline for understanding production workflows that would inform our future kits.

All assets in the kit were derived from ZBrush sculpts, with many modules constructed from our IMM brushes and baked meshes. Trim sheets were not used for this project.

Looking back, if we were to recreate the kit today, we would sculpt tiling trims, using height displacement, decimation, and weighted normals to capture the same chunky feel while optimising performance and improving kitbashing flexibility.

The kit was also designed with tabletop gaming in mind, allowing the buildings and modules to be 3D printed for physical use. This approach made it an ideal starting point for exploring how we could branch from mid-core into both casual and core art styles through retexturing.

 
 
 

MEDIEVAL DUNGEON

Astrofish Games created DETAILED – Medieval Dungeon as the third installment in our Unity Asset Store series.

With this release, we refined our approach to environment construction and modularity. Earlier kits taught us valuable lessons about precision and workflow consistency, so by 2021 our focus shifted toward improving the user experience for designers, engineers, and non-artist developers.

We introduced a block-based construction system that made environment assembly faster and more intuitive while still including the modular components. The goal was to create something like a 3D version of a 2D tile-based dungeon generator, streamlining layout creation without sacrificing flexibility.

From this project onward, we established strict snapping and metrics standards across all our kits, ensuring every module aligns accurately and supports efficient, frustration-free worldbuilding.

 
 

FANTASY MARKETS

Astrofish Games Created the DETAILED - Fantasy Markets for the Unity Asset Store. We wanted to provide a comprehensive props kit for customers who had purchased our other medieval kits.

We focussed on small thematic sets such as Magic, Fruit & Veg, Butchers, Armory, Fabric, etc...

Every prop was uniquely sculpted and textured.

 
 
 
 
 

Halloween Kit

The Astrofish Games team took a week one cold September to create a small Halloween kit for the Unity Asset Store. We used a few assets from previous kits and put the kit on the store for free.

It was great to see the team come together that week to jam and see what we can come up with.

Here you can see the results!

 
 
 
 
 

CREATURES & STATUES

At Astrofish Games, we have a deep and growing focus on organic sculpting; A core strength that defines much of our high-fidelity asset work. From character maquettes and creatures to statues and environmental hero assets, our sculpts balance expressive artistry with production-ready precision.

Our team’s foundation in traditional art, anatomy, and form gives us the ability to push personality, weight, and believable material definition into every model. Whether it’s a stylised collectible or a detailed cinematic centerpiece, we treat sculpting as a craft that bridges fine art and real-time application.

This capability sets us apart, allowing us to deliver assets that don’t just meet technical benchmarks, but elevate the emotional and visual quality of a project.

 
 
 

GROUND RUNNER: TRIALS

Astrofish Games Created Ground Runner: Trials - A VR hoverbike shooter for the VIVE and Oculus Rift in 2018

We built GR:T as a team of 2, Chris Bolton [CEO] and Bas Smit [CTO] with some support with one off assets such as character base mesh, VO and Music.

We built a number of different environments, originally set in a dystopian London using the Thames dried up river bed as a rat run. 

We ultimately transitioned over to a desert biome. The natural rock, ground assembly and sky were from a stock library, along with some HD source assets for cables and a few bulkheads. Everything else was made by us such as the character clothes, equipment, vehicles, props, weapons and environment architecture.

 
 
 
 

Vincenzo Alagna - CEO of Core Loop:

"We worked closely with Astrofish through pre-production and main release of World Eternal Online on PC. Chris and team did a great job setting the tone for our most loved environments in-game and I would gladly recommend them"

https://www.worldeternalonline.com/

 
 
 
 
 
 
 

The Flip - VR Quest 2 Game

Astrofish supported Future Tech Games with their Meta Quest Zombie Shooter Game. We produced lots of different UK Styled Urban 3D Environment Kits to run performant on the Quest 2. These were to be used to procedurally populate the world.

We also made creatures/monsters/vehicles and prototyped the sculpt for one of the player characters.

San Shepherd - CEO & Director Future Tech Games:

“Astrofish worked with us on the 3D art for our social VR co-op shooter - The Flip. They created awesome 3D Environment and Alien Kits. Creating quality assets that stand out on on standalone VR is challenging - they really lapped this up and delivered top grade assets that performed well, and were positive, helpful and timely - utterly professional and great to work with. We highly recommend them.”

 
 
 
 

WORK IN PROGRESS