Low-Poly 3D for Battle Royale Game
GBP 10–20
About the project
# Freelance 3D Artist — Low-Poly Multiplayer Battle Royale We're building a **low-poly, first-person multiplayer battle royale game in Godot 4.x** and are looking for a freelance 3D artist to help create the game's core 3D assets. The scope can include **environment art, modular building kits, map/POI assets, weapons, player/character models, rigging and animations**. I have a reference folder containing inspiration for the **overall style, characters, low-poly weapons, map design, POIs, buildings, props, colours and materials**. These references communicate the desired style, proportions and quality only — we want **original designs, not copies of the references or existing commercial asset packs**. ## 1. Map & Environment The main map is a relatively small island designed for a multiplayer battle royale. * Approximate playable area: **500m × 500m** * Approximately **4 distinct POIs** * Each POI should have its own visual identity while fitting the same overall world * Buildings should be created primarily from a reusable modular kit * Map should include terrain, paths, vegetation, rocks and environmental props Example POI themes could include: * Coastal/fishing village * Farming/rural settlement * Logging/industrial settlement * Cliffside/outpost These are examples only; final themes can be developed together. ## 2. Modular Building Kit A major requirement is a **reusable modular building system**, rather than modelling every building as a unique asset. Potential pieces: * Wall sections * Floor/ceiling tiles * Interior walls * Door frames/doors * Window pieces * Corners * Stair units * Roof pieces * Foundations/platforms * Structural/detail pieces All pieces need a **consistent grid system**, with matching dimensions, origins/pivots and snap points so they can be assembled cleanly in the Godot editor. We'd like approximately **2–3 visual building themes** (e.g. residential, industrial/warehouse, farming) that share the same underlying grid dimensions wherever practical. The goal is for the kit to work like building blocks, allowing us to create many different houses and structures without producing every building from scratch. ## 3. Buildings & Interiors — Critical This is a **loot-based first-person game**, so enterable buildings need **real, walkable interiors**. Players must be able to: * Enter buildings * Walk through rooms * Loot rooms * Fight inside buildings * Go upstairs * Move between floors Buildings should include actual floors, interior walls, rooms, doors and walkable stairs with appropriate collision. Some buildings should be **multi-story with functional stairs**. Interiors do NOT need to be highly detailed. Simple, blocky rooms and minimal furniture are fine. **Functional and performant is more important than ornate detail.** ## 4. Environment Props & Nature We need a reusable library of low-poly props, such as: * Crates, barrels, boxes and pallets * Market stalls * Tables/chairs * Signs * Fences/gates * Docks/piers * Farm/industrial props * Vehicle-scale environmental props * Rocks * Trees * Bushes/foliage * Other POI-specific details Terrain/ground pieces, cliffs, beaches and similar assets are also useful if within your skill set. ## 5. Weapons We also need **original low-poly weapon models** matching the overall visual style. Potential requirements: * Primary weapons * Secondary weapons * Melee weapons if required * Weapon variants/components * First-person-ready geometry * Correct pivots/origins * Modular attachment components where appropriate The attached references show the approximate style and level of detail. Final designs should be original. ## 6. Player / Character Models We need **low-poly player/character models** suitable for a first-person multiplayer game. Potential requirements: * Full character body * Head/clothing/accessories * Equipment/backpacks * Character variations/cosmetics * Strong, readable silhouettes * Optimised real-time geometry Characters should be **fully rigged and animation-ready**. ## 7. Rigging & Animations Character rigs should support gameplay animations and be suitable for importing into Godot. Potential animations: * Idle * Walk * Run * Sprint * Jump * Fall * Land * Crouch * Crouch walk * **Prone** * Prone movement/crawling * Standing ↔ crouching transitions * Crouching ↔ prone transitions * Death * Melee * Weapon-related animations * Other required gameplay animations First-person arms/hands can be discussed separately if needed. ## 8. Visual Style Overall direction: * Stylised low-poly * Chunky/simple proportions * Flat-shaded or simple flat-colour materials * Bright/saturated but cohesive colours * Strong silhouettes * Minimal material complexity * Game-ready rather than photorealistic The reference folder communicates the desired **style and quality bar**, but all final assets should be original. ## 9. Performance This is a multiplayer game, so assets must be designed for **real-time performance**, not cinematic rendering. Please keep: * Triangle counts lean * Materials/textures modest * Texture resolution reasonable * Asset complexity appropriate for many objects/players being visible * Geometry efficient We can agree on specific polygon/texture budgets per asset type once the scope is finalised. ## 10. Godot / Technical Requirements **Engine:** Godot 4.x **Preferred format:** glTF 2.0 / `.glb` **Source:** Blender `.blend` preferred Assets should: * Import correctly into Godot * Use sensible real-world/game scale * Have correctly applied transforms where appropriate * Have clean pivots/origins * Follow consistent naming conventions * Use **-Z as forward**, or clearly document the source software's forward axis * Use consistent modular dimensions/grid spacing The modular system must snap reliably in the Godot editor. For enterable buildings, collision needs to support actual gameplay movement. ## 11. Final Demo / Showcase Scene Alongside creating the individual assets and modular building kits, we would like a **final assembled demo scene showing the map as a whole**. Ideally this would be provided as either: * A **Godot 4.x `.tscn` scene/project**, preferably so we can open it directly in Godot * Or a complete **Blender scene** if more practical The scene should show the approximate **500m × 500m map**, with the major POIs, houses/buildings, modular structures, roads/paths, terrain, vegetation, props and other major environmental elements assembled together. It doesn't need to be a fully playable game with gameplay code. The purpose is to provide a **clear visualisation of the complete map and how the asset library works together**. It should demonstrate the overall composition, scale, POI placement and visual consistency of the finished environment. ## 12. Deliverables ### Environment * Modular building kit * 2–3 building themes * Approximately 4 POIs * Houses/buildings constructed from the kit * Enterable interiors * Multi-story buildings where appropriate * Terrain/ground assets if included * Rocks, trees and foliage * Environmental/POI props * **Final assembled map/demo scene** ### Weapons * Low-poly weapon models * Variants/components where required * First-person-ready models where required ### Characters * Player/character models * Rigged characters * Animation-ready rigs * Required gameplay animations, including **prone** * First-person arms/hands if included ### Files * Original Blender `.blend` files * `.glb` / `.gltf` exports * Textures/materials where applicable * Organised asset folders * Naming conventions * Short documentation covering grid size, export settings and important technical details ## 13. Suggested Workflow We're open to splitting the work into milestones. A good approach would be to start with a **small paid prototype** to establish the style and technical pipeline before producing the full asset library. For example: **Phase 1:** 1 building + modular pieces + 1 prop + 1 weapon + 1 character prototype **Phase 2:** Complete modular building kit and themes **Phase 3:** POIs, buildings, terrain, props and vegetation **Phase 4:** Weapons, characters, rigs and animations **Phase 5:** Assemble the complete **Godot/Blender demo scene** showing the map and assets together. The exact order can be discussed based on your workflow. ## 14. Ideal Artist We're particularly interested in artists experienced with: * Low-poly/stylised game art * Modular environment kits * Blender * Game-ready modelling * Character modelling * Rigging and animation * Weapon modelling * Real-time optimisation * glTF/GLB * Game engines Godot experience is a bonus, but not essential if you're comfortable producing clean, correctly configured glTF assets. We're ideally looking for someone who can potentially work with us across **multiple milestones**, rather than only delivering a one-off asset batch. ## Overall Goal The goal is to build a cohesive, original low-poly battle royale world consisting of: **~500m × 500m island → ~4 distinct POIs → reusable modular building kits → houses and fully enterable/lootable interiors → environmental props/foliage → original weapons → rigged player characters → standing/crouching/prone gameplay animations → clean Godot-ready assets → final assembled demo scene showing the complete map.** The priorities are **originality, modularity, consistency, performance and actual in-game usability**.
Skills required
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