Art Production for Paradox Interactive’s Europa Universalis

Europa Universalis IV

  • 86% of “Very Positive” reviews on Steam
  • 9.1/10 & Editor Choice — PC Gamer
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Paradox Interactive’s
Europa Universalis IV

Game Intro

Europa Universalis IV is a grandiose strategy game developed by Paradox Interactive. It’s the latest installment in a series of historical strategies. In EU4 players pick a nation and lead it through almost 400 years of its development, from 1444 to 1821. 

More than that, developers released multiple addons, patches, and DLC that allow people to play with mechanics, built on historical events, books, or even entire regions the main game doesn’t cover. For instance, mechanics in the Art of War patch help players work around rebellions and peace treaties during the Thirty Years War and Napoleon Era and the Mandate of Heaven expansion has gameplay for meritocracies and new religions in the East Asian region. Plus, EU4 offers players to enrich their gameplay via various mods, like Extended Timeline Mod, which players use to develop countries through alternative First or Second World Wars.  

Paradox Interactive poured a lot of love and effort into making Europa Universalis IV as versatile and entertaining as possible. We helped them with making art for their incredible project during a short three months collaboration.

Our Contribution to This Game

Challenges & Goals 

When Paradox approached us, they already had a good idea of what they wanted: models for British and German tanks for WW1 and WW2 extensions and samurai models for the Sengoku period in Japan. 

We had detailed briefs outlining clients’ requirements for arts, concepts for some of the assets, and historical references we had to root our work in. Modeling had to be as accurate as possible to models’ real-life prototypes. 


We draw our art with attention to detail and respect to historical references. For three months, we’ve created about a dozen art assets, ready to be integrated into a brand new game. 

Launched in 2013, EU4 reached its activity peak with almost 48 thousand players gaming simultaneously in 2020. Before February of 2021, they sold over 2 million copies. We love strategies and were happy to contribute — even with such a small task (you know, in comparison to the sheer scale of this game).  

Solutions & Expertise

Many art assets we had to craft already had concept arts and detailed descriptions, so we just had to create models. For those that haven’t had those, our concept artists created ones. For instance, we’ve done a few concepts for samurai clothes. 

We created concepts and textures in Adobe Photoshop and modeled items and characters in Maya. 

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