3D Artist: Stylized Mobile browser Game (PlayCanvas / glTF, (Helro.io Style)
Worldwide
We're building a mobile-browser multiplayer arena game set in a colorful, stylized urban neighborhood. Players ride open-top Kekes (auto-rickshaws) with visible drivers, dodge city chaos, and score "StrikeOuts" against rivals to become the Last Survivor. Hole.io / Squad Busters / Zooba polish and readability, fun, local, arcade. Not realistic, not military, no blood. The game is already built and playable, server-authoritative multiplayer, real controls, hazards, collisions, full HUD, running entirely on placeholder art. We need an artist to give it its real look. Because the game already runs, your art goes into the live game as you deliver it, and you get to see it in a real match within minutes. Fast, concrete feedback. Engine: PlayCanvas (real 3D, WebGL). Fixed bird's-eye camera at a steep 3/4, near-isometric angle locked, does not rotate. --- WHAT WE NEED --- Kekes (the player vehicle, highest priority) - Open-top rickshaw with a visible driver, readable from above - Male and female rider variants - Front-mounted stylized "tag blaster" (playful energy weapon, not a firearm) - Rigged, with a looping drive animation. Later: fire, hit, spin-out states Environment: modular, not one monolithic scene - Stylized Abuja-inspired neighborhood: wide roads, junctions, low-rise buildings with real height, compound walls and gates, fuel station, kiosks and roadside shops, parked cars, billboards, signage, trees/green patches - City-chaos hazards: police checkpoint, potholes, roadblock cones, moving Okada/Keke traffic - Baked lighting: soft, slightly-cinematic sunlight and shadows baked into lightmaps. The camera is fixed, so this is cheap and looks great Props and FX - 4 power-up pickups: speed, shield, magnet, shot boost - Tag-shot projectile mesh (tinted to the firing player's color at runtime) - Particle FX (trails, impacts, bump/spin-out, reward celebration) are currently engine particles texture sheets for these are welcome but lower priority than the models above More details, including GDD, asset list, etc will be provided. Not needed: HUD, UI, icons or menus. Those are built in code. --- STYLE --- Polished, mid-fidelity stylized 3D, smooth rounded forms, richly textured, soft baked lighting, real 2.5D depth. Modern casual-mobile fidelity. Important: NOT flat-shaded low-poly (not Crossy Road / Hole.io), and NOT photoreal. Somewhere between - Clash of Clans / Zooba / Rush Royale is the fidelity bar. Readability rule: on a small phone screen a player must instantly tell who is a player, what is cover, and where they can drive. If it's not instantly clear, it's too detailed. Local and recognizably urban neighborhood, but inspired-by, not a street-by-street clone of a real neighborhood. We'll share our north-star mockup, full art brief and a dimensioned map layout with shortlisted candidates. --- TECHNICAL REQUIREMENTS (please confirm you can meet these) --- 1. Delivery format: glTF / GLB. Draco mesh compression welcome. 2. Runtime color tinting - the most important one. Every player drives the same Keke mesh, recolored per player in code, for 20+ distinct colors. So the Keke needs exactly two materials: "Body" - the recolorable surface, delivered in a neutral/light tone with the color NOT baked into the texture "Details" - wheels, driver, blaster, glass; keeps its own colors The same applies to the projectile mesh (tinted to the shooter's color). 3. Poly budget: 4,000 tris max for Keke + rider combined (LOD0), plus LOD1 around 1,500 and LOD2 around 600. We can have 20-40 Kekes on screen at once on mid-range Android phones, so this is a firm limit. Props and environment budgets will be specified per asset. 4. Textures: shared atlases, 1024x1024 or smaller, KTX2/Basis compression (we can handle the KTX2 conversion). Consistent light direction across all assets. 5. Modular environment built to supplied dimensions. Collision in our game is authoritative in server code fixed rectangles for every wall, building and prop. We'll give you a dimensioned blockout of the map, and environment pieces need to match those volumes so the art doesn't visually contradict where cover actually is. Repeated props must be instanceable. 6. Conventions: nose pointing +Z, origin at ground level and centered, wheels sitting at Y=0. Clean node hierarchy. No scene lights, cameras or helper objects in the exported GLB. 7. Rider as a separate mesh/node from the vehicle, so male and female variants can be swapped without rebuilding the Keke. 8. Total size discipline: the same art has to fit inside a 5 MB single-file build for an offline playable version, alongside the main game. This is the tightest constraint on poly and texture decisions. --- MUST-HAVE --- - Shipped stylized 3D game art for mobile or web (please link relevant work, ideally with poly counts or a breakdown) - Comfortable across vehicles + characters + environment in one consistent style - Real glTF/GLB export experience, pivots, scale, materials, rigs, animation clips exported correctly and predictably - Retopology / LODs / mobile optimization as a normal part of your process - Blender, Maya or 3ds Max; Substance Painter or equivalent Nice to have: PlayCanvas, Unity or Three.js experience; lightmap baking; rigging and animation in-house. --- HOW WE WORK --- Phased, with milestone payments released on acceptance. We start with a paid Keke as a first milestone. Inside that milestone, the first thing you send is a rough, untextured export correct orientation, correct pivot, materials named, drive clip in place. We drop it into the live game and confirm the tint, rig, facing and ground contact all work before you spend any time texturing. It takes you an hour or two and it means no finished asset ever gets rebuilt for a technical mismatch. After that: environment, props, then animation and polish. Each phase quoted and accepted before the next begins. Two rounds of art revisions per asset. Corrections to meet the written spec aren't counted as revision rounds your revisions are for creative feedback. --- TERMS --- Full commercial rights assigned, worldwide, on payment. Delivery includes source files (.blend / .fbx / .max) plus all textures alongside the GLBs. No unlicensed third-party assets. No AI-generated assets. --- WHEN APPLYING --- Please answer these directly — we read these first: 1. Link 2-3 stylized 3D pieces closest to this brief. Vehicles or characters for mobile/web preferred. Include poly counts if you have them. 2. Can you deliver a Keke + rider inside 4,000 tris at this fidelity? If you think that number is wrong, tell us what you'd recommend and why. 3. Confirm you can deliver a recolorable "Body" material with color not baked into the texture. 4. Your rough estimate, cost and time for the full asset list above. An approximate range is fine; we want to understand the shape of it.
- Less than 30 hrs/weekHourly
- 1-3 monthsDuration
- ExpertExperience Level
$15.00
-
$30.00
Hourly- Remote Job
- Ongoing projectProject Type
Skills and Expertise
Activity on this job
- Proposals:5 to 10
- Last viewed by client:3 weeks ago
- Hires:2
- Interviewing:1
- Invites sent:0
- Unanswered invites:0
About the client
- United StatesHillsboro1:20 AM
- $26K total spent12 hires, 4 active
- 770 hours
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