Low-Poly Game Map - Shooter Game
GBP 10–20
About the project
We're building a low-poly, first-person multiplayer battle royale game in Godot and need a freelance 3D artist to create original low-poly environment art: a small island map with a handful of distinct points of interest (POIs), built from a reusable modular building kit rather than one-off buildings. Style reference (mood only — not to be copied): attached image showing stylized low-poly coastal towns (flat-shaded/simple-textured buildings, chunky low-poly trees and rocks, bright saturated color palette, toy-like proportions). We want this general aesthetic and quality bar — original designs, not a copy of the reference image or any existing commercial asset pack. What we need 4 distinct POI "towns" on a single map, each with its own visual theme (e.g., a coastal fishing village, a farming/logging settlement, a cliffside outpost — final theme names/count to be finalized with the artist) A modular building kit: interchangeable wall segments, floor tiles, doorframes, stair units, roof pieces, window pieces, and corner pieces, all sized to a common grid unit so they snap together cleanly in the Godot editor 2–3 kit themes (e.g., residential, industrial/warehouse, farming) sharing the same grid dimensions so pieces stay interchangeable across themes Supporting props: crates, barrels, market stalls, dock/pier pieces, vehicles-scale props, rocks, trees/foliage, fences — whatever fits the chosen theme Base terrain/ground pieces if you're comfortable with terrain sculpting or modular ground tiles (open to discussing this separately if it's outside your usual scope) Critical technical requirement: buildings need real interiors This is a loot-based game — players need to walk inside buildings, go up stairs, and loot rooms. Every building must have a real, walkable interior, not just an exterior shell: Floors, interior walls, interior rooms, interior doors, and stair meshes that are actually walkable (real collision geometry, not just a visual mesh) At least some buildings should be multi-story with functional stairs connecting separate floor levels Interiors can stay simple (blocky rooms, minimal furniture) — this is a budget-friendly requirement, not a request for detailed interior decoration. Simple and walkable matters more than ornate. Technical specs Engine target: Godot 4.x — export as .glb (glTF binary), correctly scaled and with clean, applied transforms Style: low-poly, flat-shaded or simple flat-color textures (no photorealistic PBR materials needed) — keep texture count/resolution modest, we're optimizing for performance in a multiplayer game with many players on screen at once Polycount: keep triangle counts lean across the board — this is a performance-conscious project, not a showcase-detail one. Happy to discuss a specific budget per asset type once we scope the full list. Orientation: please export with -Z as forward (Godot's convention) or clearly document your source software's forward axis so we can correct it on import — this has bitten us before with mismatched forward axes between Blender and Godot Modularity: kit pieces need consistent snap dimensions across the whole kit (and ideally across kit themes) so they can be assembled like building blocks in the editor, not placed by eyeballing it Deliverables Source files (Blender .blend preferred) Exported glTF 2.0 (.gltf / .glb) files, organized by category (buildings/kit-pieces, props, terrain if included) Brief documentation of the grid unit size used and any naming conventions, so we can hand this off to whoever assembles levels Nice to have (not required) Experience building for real-time game engines specifically (not just render-quality models) Comfort working from a written style brief rather than a fixed image reference, since we'll be iterating on the exact theme/names together Technical notes – Preferred deliverables: - glTF 2.0 (.gltf / .glb) are the primary choice for full scenes, animations, and rigs with the least number of issues + textures + original project file (Blender ideally) Size Units Of Maps - 500 metres x 500 metres - big maps are usually around 4 KM (killometres) x 4 KM. However i want a smaller map, with around 4 distinct POIs (points of interest). Once the model and textures import cleanly into Godot and match the agreed layout, the job is done.
Skills required
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