Unity Technical 3D Artist & Environment Designer (Kitbashing / Level Design)

USD 250–750

OpenListed onFreelancer.com
Fixed

About the project

Project Overview: We are developing a 1990s retro-futuristic, first-person educational game set inside a massive dome city. The game will eventually feature deck-building mechanics, but our current development sequence strictly prioritizes locking in the graphical asset design and environment layouts before diving into the core C# programming. We need the stage built before we wire up the logic. Our immediate challenge: The player will explore up to 8 distinct "biomes" (e.g., subterranean tunnels, natural caves, industrial buildings, pristine tech centers). We would like to utilize disparate Unity Asset Store packs for these locations. We need a Technical Artist to take these disjointed 3D assets and force them into a single, cohesive, shared universe. Core Responsibilities (Stylistic Unification): Asset Kitbashing: Unpacking prefabs to their raw meshes to build custom, multi-block layouts for hallway permutations and room entrances/exits. Because the game’s map is a grid-based maze, you must also be able to configure these 3D assets into a cleanly snapping, modular tileset (straight hallways, corners, intersections, and rooms) for rapid level assembly. Material & Texture Standardization: Stripping native materials from imported prefabs and applying a universal shader/texture strategy so a natural cave rock and a corporate metal wall share the same rendering logic and visual weight. Global Lighting & Post-Processing: Establishing a unified lighting pipeline, color grading, and environmental fog that blankets all locations, ensuring seamless visual transitions between biomes. Prop Cross-Pollination: Strategically placing shared "anchor props" (e.g., standard-issue city data terminals, sci-fi lighting fixtures, bulkheads) across all environments—including natural caves—to constantly remind the player they are still inside the same overarching dome city. Technical Requirements: Engine: Unity 6000.4.10f1. Cross-Platform Optimization: The game will be distributed across iOS, Android, and PC/Mac. You must know how to optimize raw FBX meshes, manage draw calls, and configure universal materials so the environments run smoothly on mobile devices without looking cheap on desktop monitors. Version Control: Git and GitHub. We maintain a specific repository structure; you must be comfortable pulling from our repo and establishing the active local development branch as the main tracking branch without breaking the repository. To Apply: Do not send a generic cover letter. To be considered, your proposal must include: * Links to a portfolio showing 3D Unity environments you have built or lit yourself (specifically sci-fi, industrial, or retro-futuristic if you have them). * A brief 2-3 sentence explanation of your exact technical approach to standardizing materials across mismatched Asset Store packs. * Important: The budget listed on this post is a placeholder. In your proposal, you must provide your actual fixed-price quote to complete just ONE initial test biome (the Vertical Slice) from grey-box to fully lit and textured. Do not quote me for all 8 worlds.

Skills required

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