This trailer was created completely in-game by the wizards from Fatshark. Rascals contributed to the game with the variants of the main protagonists, some nasty monsters and statue props. See some of the listed in the Fatshark's trailer and get a closer look by clicking at the hi-res gallery below.
Warhammer Vermintide II: NPCs and PropsClick for Beauty and the Beasts
Warhammer Vermintide II: Intro Cut-sceneWatch Of Rats and Men
The intro cut-scene for Warhammer Vermintide II was born in 7 weeks from a successful pitch to Fatshark. Click on the link below to learn about its birth and see the behind-the-scenes materials.
Warhammer: Vermintide 2 © Games Workshop Limited 2018. Warhammer: Vermintide 2, Games Workshop and their associated logos are either ® or TM and/or © Games Workshop Limited. Published under licence to Fatshark. © Fatshark AB 2018.
Warhammer Vermintide II: ProtagonistsMingle with the Fight Club
After the successful start with Vermintide II's non-player characters, Fatshark and Rascals extended the partnership with the variants of the game's the main cast. The characters combine high-quality sculpts and physically realistic materials with one of the world's most beloved wargaming brands. Once you are done with the Fatshark's badass trailer, click on the link below for an exclusive showcase.
Warhammer Vermintide II: Key ArtFlip through War Illustrated
The marketing campaign for Warhammer Vermintide II let us stretch our muscles with box art, banner art and teaser trailer. The game's developer Fatshark used this artwork throughout the marketing campaign on the web and also in gameplay trailers like this one. Click at the blogpost below for a closer look at the Rascals' artwork.
Assets for EU & US Military SimulationRally Up Work Samples
Since 2015 Rascals created hundreds of highly realistic assets (vehicles, characters, guns and environmenal models) for BISim, the market leader in simulation software for US and EU military programs. Here's what they have to say about our collaboration:
Milsim market is highly demanding - requiring high specification and rapid turnaround. With the massive scope and thousands of requirements, we would not be able to produce artwork that met modern game industry standards without a massive shift in strategy and leveraging outsourcing. The company leaders have since praised the end result of both reducing the cost of asset creation while increasing the quality of our output. It would not have been possible without exceptionally close collaboration with Rascals.
Mark Lacey, Art Director, BISim
Chris Torchia, Art Manager & Technical Art Director, BISim
Galactic Frontline: Key ArtWarp to Blogpost
The Hangzhou-based NetEase Games approached Rascals upon positive referral from our previous partner. The developer was looking for a team to develop game's original designs into fully-fleshed marketing illustrations that will appeal to eastern and western audiences alike. Rascals' previous experience with Asian clients and a wide range of art styles played in our favour: we ended up having a lot of fun blending the artistic languages of the two unique cultures.