2D/2.5D Bird's-Eye Game Artist for mobile-browser arena game(Brawl Style)

Posted yesterday

Worldwide

Summary

We’re building a mobile-browser multiplayer arena game set in a colorful, stylized neighborhood. Players ride open-top Kekes (auto-rickshaws) with visible drivers, dodge city chaos, and score "StrikeOuts"by taking down other players to become the Last Survivor. Think Brawl Stars / Squad Busters polish and readability, with a fun, local, arcade, not realistic or military vibe. The game is already built and playable (server-authoritative multiplayer, real controls, hazards, collisions) running on placeholder art. We need an artist to give it its real look. Because the game already runs, you'll see your art in the live game as you deliver it fast, concrete feedback. What we need you to create (2D / 2.5D bird's-eye) - Kekes: open-top rickshaws with a visible driver (male & female), a front-mounted stylized "tag blaster," distinct colors, readable from a top-down/3-4 view. Environment: a stylized urban neighborhood tileset, wide roads, junctions, buildings with height, compound walls, a fuel station, kiosks/shops, parked cars, billboards, signs, City-chaos hazards: police checkpoint, potholes, moving traffic, roadblock cones. Power-ups & FX: 4 power-up icons; energy tag-shots + trails + impacts; bump/crash/spin-out effects; reward/celebration FX. Animation (later phase): Keke drive / fire / hit / spin-out states. - Style references: Brawl Stars, Squad Busters, Stumble Guys (readability & friendly energy). Colorful, local urban flavor, arcade, mobile-first. (We'll share our north-star mockup + a full art brief with shortlisted candidates.) Must-have - Shipped 2D top-down / bird's-eye mobile game art (please link relevant work). Comfortable across vehicles + characters + environment + FX in one consistent style. - Sprite sheets / texture atlases (and/or Spine) experience; clean, organized handoff (correct sizes, pivots, layers). Important technical requirements (please confirm you can do these) - Free rotation: Kekes drive in any direction. We need either 16/32-direction sprite frames per Keke, or a near-top-down sprite that rotates convincingly. (Tell us your recommended approach.) - Runtime color tinting: deliver the Keke body/rider as a tint-ready base (white/greyscale) on a separate layer from non-tinted detail, so we recolor per player in code (20+ colors). - Color-matched FX: author shot/spark FX in white/greyscale so we can tint them to each player's color at runtime. - Mobile budget: power-of-two atlases, WebP where possible, consistent light direction, separate drop shadows, defined pivots for depth sorting. How we work - Phased, with milestone payments on acceptance (deposit + per-phase) - Phase 0 paid proof piece - core skin, hazards/props, animation/FX , polish. Terms - Full commercial rights assigned, worldwide. Delivery includes source files (layered PSD/AI, Spine projects, atlases). No unlicensed third-party or AI-generated assets.

  • Less than 30 hrs/week
    Hourly
  • 1-3 months
    Duration
  • Expert
    Experience Level
  • $15.00

    -

    $30.00

    Hourly
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
Smartphone
Animated Environment
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:10 hours ago
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Dec 11, 2020
  • United States
    Hillsboro8:50 AM
  • $24K total spent
    7 hires, 0 active
  • 713 hours

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