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Remote Environment Artist

Solo Game Developer
1 hour ago
Contract
Hybrid
Worldwide
Environment Artist

We're looking for a freelance 3D environment or generalist to mainly create 3D tile assets. You'll work directly with Barna Gyömörei and have real input on the look of the game.

  • Engagement: fixed-scope project
  • Estimated workload: 14 tile assets, average 8 work hrs asset. Deliverables differ a lot in detail and number of props. Like barren desert or snow field vs. dense forest.
  • Location / time zone: Remote; at least 2–3 hours overlap with CET preferred
  • Communication: Zoom and email, weekly [30-min] check-in, feedback within [48 hours]

Scope of work and deliverables

14 terrain types of 3D hex tile assets including:

  • face
  • face texture
  • props and arrangements

Requirements

  • Composition. Each of the 14 terrain tiles is composed mostly by hand in Blender (or equivalent) with its props arranged on the base at authoring time. No runtime prop scattering. What you compose is what ships.
  • Style. Art style is semi-realistic. Full PBR materials (albedo, normal, roughness, AO), normal-map detail baked high→low. Not stylized / flat-shaded.
  • Format. Deliver all meshes as .glb (glTF binary). Not .fbx, not .obj.
  • Dual delivery. (A) Composed tiles: one complete .glb per terrain (15 outputs — Rocky has 2 variations), props arranged on base, ready to place. (B) Component library: each prop and each base also exported as its own separate .glb. Prop origin: every prop .glb exported with its origin at the base / pivot point where it touches the ground. Base origin: every base .glb exported with its origin at the tile centre, on the ground plane.

Revisions: 2  rounds per asset included; extra rounds billed at discussed rate.