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Jagged Alliance 3 holds a special place in our hearts, as it was one of our first projects and marked the start our “ongoing partnership” philosophy. What began as a fixed-time vegetation mandate turned into a multi-year engagement that has expanded into weapons, props, characters, vehicles, concept work and much more.

Evolving a Cult Classic

One of the more iconic elements from the Jagged Alliance series that players remember fondly was the arsenal - dozens of weapons and attachments that allowed for an unprecedented level of strategic options for even the most challenging scenarios.


Keeping this in mind, our goal was two-fold: make weapons that were optimized and readable in the more distant isometric view while also ensuring they looked their best in the full-screen customization experience.

Celebrating the Details

With customization and player personalization being such an important part of the game experience, we wanted to ensure that the level of detail, accuracy and realistic wear from the previous titles not only carried over into this latest installment but was leveled up in presentation, down to the smallest nicks and scratches.

Bringing Grand Chien To Life

Sunset over the world of Jagged Alliance 3 awards a rare experience, a moment in the day when everyone stops shooting and appreciate the last sun rays softly departing the savanna sky.

While the location might be fictional, the vegetation scattered across game's varied biomes is anything but - we ensured that every tree, bush, leaf and blade of grass felt authentic to the biome it was in. In this case, it also required some technical finesse as well -- aside from vastly improving our Speed Tree proficiency, we had to iterate to find the right alchemy between performance, quality, gameplay, and camera, as there needed to be elegant solutions to allow the player to have visibility in higher isometric positions.

"Our work with Onyx Studios dates back to when they opened up shop. Their services allowed us to focus on other crucial paths of development for both of our projects.


Their hard surface art and vegetation work specifically helped out immensely. Saving internal resources and giving us peace of mind that the assigned assets will be there in the requested quality when we need them.


One thing that we really valued was the flexible approach to specific tasks that were still in the definition phase. Figuring out together what works best and how we can achieve it.


As the person responsible for art outsourcing in Haemimont Games I've had to work closely with Onyx and specifically with Bosko Ognjevic.


If your situation is anything close to what ours was, I can recommend the services of Onyx Studios."


Pavel Peychev

Outsourcing Producer, Haemimont Games

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