Can create 10 minutes 3D triple AAA Game demo.
Worldwide
Comic Book Artist Collaboration Opportunity I am currently seeking a talented comic book artist to collaborate on an original story-driven project set within my immersive game universe. This project will be featured as part of my larger game guidebook/world-building series. The core story, characters, atmosphere, lore, environments, and overall creative direction are already fully developed and organized within my notes and guidebook materials. The primary role of the artist will be to visually bring this world to life through high-quality illustrations, panel design, coloring, and final comic book presentation. Responsibilities include: Creating detailed comic book artwork based on provided story material Designing and illustrating scenes, characters, creatures, environments, and action sequences Coloring and visually enhancing each page to match the dark, immersive atmosphere of the project Assisting with dialogue placement, scripting presentation, and comic page formatting when needed Helping transform the existing written vision into a fully completed comic book experience What I will provide: Full story outline and direction Character descriptions and lore World-building notes and atmosphere references Scene concepts and creative guidance Overall vision for the comic and game universe Important Notes: This is a collaborative creative project, but all rights and ownership of the comic book, story, characters, and universe will remain fully under my ownership upon completion. The artist will receive full credit for their artwork and contributions within the comic book and project materials. I highly value passion, creativity, communication, and attention to detail, especially for artists who enjoy dark atmospheric storytelling, survival horror, post-apocalyptic settings, and cinematic world-building. The goal is to create a professional-quality comic book that feels immersive, emotional, cinematic, and visually unforgettable while fitting naturally inside the larger game guidebook universe. //////////////////////////////////////////////////////// Another job (new) Hello, I am seeking an experienced book editor, formatter, and game guidebook professional to help organize and polish my original video game guidebook project. I am looking for someone who has experience working on game guides, art books, lore books, strategy guides, sci-fi projects, or large worldbuilding projects. Experience with science fiction and post-apocalyptic storytelling is highly preferred. Responsibilities: * Professionally organize and edit the book structure, formatting, and wording * Create and organize the Table of Contents in a clear and professional game guidebook style * Properly structure chapters such as: * Lore & Backstory * Characters & Factions * Immersive Atmosphere * Game Mechanics * Inventory & Survival Systems * Worldbuilding & Locations * Insert and organize artwork provided through PDF files into the correct chapters and sections * Improve readability, spacing, consistency, and overall presentation while keeping the original vision intact * Prepare the book for Amazon Kindle Direct Publishing (KDP), including: * Hardcover formatting * Print-ready formatting * Image placement and layout * Publishing setup assistance Project Style: This project is a large-scale survival horror / sci-fi / post-apocalyptic game guidebook inspired by immersive atmospheric games similar to S.T.A.L.K.E.R., Metro Exodus, and Fallout: New Vegas, with a strong focus on lore, realism, survival mechanics, science fiction themes, and worldbuilding. I am looking for someone passionate, professional, organized, and experienced with long-form gaming, sci-fi, or fictional projects. Please provide examples of previous guidebooks, formatting work, editing, sci-fi projects, or similar creative work you have completed. ///////////////////////////////////////////////////////////////—-//// Senior Unreal Engine 5 Developer / Game Designer Needed – AAA Survival Horror Vertical Slice I am seeking an experienced Unreal Engine 5 Developer / Game Designer with a strong background in AAA-quality game development to create a polished 10-minute playable vertical slice (game demo) for a psychological post-apocalyptic survival horror project. The ideal candidate should have extensive experience building immersive 3D worlds and understand the design philosophy behind some of the industry's most successful survival horror, immersive simulation, stealth, shooter, and open-world games. Desired Experience & Understanding The ideal developer should understand the atmosphere, mechanics, immersion, pacing, AI behavior, environmental storytelling, and world-building principles found in games such as: Fallout Series Metro Series S.T.A.L.K.E.R. Series Resident Evil Series Silent Hill Series Dying Light Series DayZ Tom Clancy Games Call of Duty Days Gone Left 4 Dead World War Z Dead Space I am not looking for copies of these games. I am looking for someone who understands what makes each of these experiences unique and can apply those principles to help create a new original project. Responsibilities Unreal Engine 5 Development Build a professional-quality playable demo in Unreal Engine 5. Create gameplay systems, AI behaviors, player interactions, and world mechanics. Design and implement gameplay that feels immersive, responsive, and polished. Optimize the project for performance and stability. World Building & Environmental Storytelling Create a believable post-apocalyptic world that feels dangerous, mysterious, and alive. Design environments that naturally tell stories through exploration. Understand how atmosphere, lighting, weather, architecture, sound, and level design work together to create immersion. AI & Gameplay Systems Create intelligent enemy and NPC behaviors. Implement stealth, combat, investigation, pursuit, and survival mechanics. Ensure AI behaves naturally within the game world. Horror & Atmosphere Understand psychological horror and tension-building techniques. Create feelings of dread, isolation, uncertainty, and danger. Use environmental storytelling, lighting, sound design, and pacing to maintain immersion. Core Gameplay Features The project may include systems such as: Survival mechanics Exploration systems Stealth gameplay Weapon customization Horde encounters Parkour and traversal AI-driven encounters Environmental hazards Atmospheric storytelling Controller support Steam compatibility What I Need From You Ability to understand and interpret written design documents. Ability to work from concept art, reference images, lore documents, gameplay notes, and written descriptions. Strong communication and regular progress updates. Ability to translate ideas into functional gameplay systems. Ability to understand the intended atmosphere, tone, visual direction, and gameplay goals of the project. Ideal Candidate You are passionate about survival horror, immersive simulations, post-apocalyptic settings, and atmospheric game design. You understand that creating a memorable game experience involves more than programming mechanics. You understand pacing, immersion, environmental storytelling, AI behavior, sound design, atmosphere, player psychology, and world-building. When applying, please provide: Portfolio Gameplay footage Unreal Engine projects Relevant survival horror or open-world projects Estimated timeline Estimated budget The goal is to create a high-quality vertical slice that demonstrates the vision, gameplay, atmosphere, and potential of a larger future project. ✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️😃😃😎 /////////////////////////////////////////////////////////////////////////// A more clearer overall written format IN RETROSPECT: Z.A.I.G. Gameplay Demo Design & World-Building Reference ⸻ PROJECT OVERVIEW Demo Type * Unreal Engine 5 Gameplay Demo * Approximate Length: 10 Minutes * Genre: * Survival Horror * Post-Apocalyptic * First-Person Shooter * Stealth Action * Psychological Horror Camera * First Person Playable Characters * 1 Playable Character Character Appearance * Full body armor * Gas mask * Helmet * Face completely covered * No facial animation required ⸻ CORE GOAL The purpose of this demo is to create a polished vertical slice that showcases: * Atmosphere * Survival Horror * Exploration * Stealth * Parkour * Environmental Storytelling * AI Behavior * Immersive World Design This is not intended to be a full game. It is intended to demonstrate the core gameplay experience and overall vision of the franchise. ⸻ WORLD SETTING Location Inspiration The demo is inspired by urban areas of Tokyo, Japan. Primary inspiration includes: * Shibuya * Shinjuku * Ikebukuro These locations are used only as inspiration for atmosphere, city density, architecture, transportation systems, and overall urban design. The final game world is original. ⸻ MAP DESIGN RULES Original World Creation The game world must be transformative and unique. Guidelines: * Real-world city names may be used for inspiration. * Metro station names must be fictional. * Street names must be fictional. * Business names must be fictional. * Hospital names must be fictional. * District names must be fictional. * Landmark names must be fictional. Example If a real-world location contains: * A skyscraper * A hospital * A shopping district * A public park The layout may be rearranged. Example: * Skyscraper becomes a hospital. * Hospital becomes a commercial center. * Park becomes a residential area. * Commercial area becomes a large public park. The goal is inspiration, not replication. ⸻ COPYRIGHT & WORLD-BUILDING RULES The project should: * Avoid real-world logos. * Avoid trademarks. * Avoid copyrighted business branding. * Avoid copying exact modern buildings. * Avoid recreating exact city layouts. The project may: * Use cultural inspiration. * Use traditional Japanese architecture. * Use historical architectural styles. * Use urban Japanese design language. * Use Japanese language inspiration. ⸻ LOCATION NAMING SYSTEM For streets, stations, hospitals, businesses, and districts: Use positive real-world words translated into Japanese. Examples: * Hello * Thank You * Butterfly * Flower * Hope * Light * Peace * Harmony * River * Mountain These translated words can become: * Metro station names * District names * Street names * Hospital names * Business names This creates an authentic-feeling world while remaining original. ⸻ LEVEL DESIGN WHITEBOX Purpose The whitebox is not final artwork. It is a planning document used to communicate: * Map flow * Gameplay progression * Story progression * Encounter locations * Exploration opportunities ⸻ Whitebox Format The whitebox will be hand-drawn in 2D. Top-down perspective. The drawing will contain: * Square blocks representing locations. * Lines connecting locations. * Arrows indicating progression. * Notes explaining gameplay. ⸻ Whitebox Information Each location may contain notes describing: Story * Lore discoveries * Environmental storytelling * Survivor locations * Faction encounters Combat * Zombie encounters * Infected encounters * Feral Ghoul encounters * Horde locations Exploration * Hidden pathways * Secret rooms * Optional routes * Alternative routes Loot * Ammunition * Food * Medical supplies * Equipment * Currency * Rare items Stealth * Hiding locations * Cover positions * Darkness zones * Silent pathways Parkour * Climbable areas * Rooftops * Vents * Obstacles * Traversal routes ⸻ SCALE REFERENCE Exact measurements are not required during the whitebox phase. Instead, each section may include feel-based notes such as: * Short walk * 5-minute walk * 10-minute walk * Long travel section * Large open area * Tight corridor The purpose is to communicate scale and pacing rather than exact distance. ⸻ ENVIRONMENTS The demo includes: * Metro tunnels * Metro stations * Underground passageways * Ruined city streets * Destroyed buildings * Abandoned neighborhoods * Open wasteland areas * Rooftops * Interior buildings Atmosphere should feel: * Oppressive * Tense * Dangerous * Isolated * Mysterious * Post-apocalyptic ⸻ ENEMIES Z.A.I.G. Enemy Categories: Zombies * Slow * Reanimated humans Infected * Fast * Aggressive Feral Ghouls * Mutated * Dangerous melee attackers ⸻ ALIEN CONTROLLER A mysterious alien creature. Characteristics: * Extremely large * Rarely seen directly * Stalks the player * Creates tension * Observes from a distance Presentation: * Shadows * Fog * Rooftops * Distant silhouettes * Strange sounds The creature is fully revealed near the ending. ⸻ GAMEPLAY FLOW Opening Player begins inside metro tunnels. Environment contains: * Dead survivors * Lootable supplies * Environmental storytelling Loot includes: * Ammo * Food * Medicine * Equipment ⸻ First Encounter Bodies begin reanimating. Player must: * Fight * Escape * Sneak ⸻ Exploration Phase Player exits metro system. Objective: Reach another metro station. Player travels through: * Streets * Buildings * Ruins * Neighborhoods * Wasteland ⸻ Stealth Gameplay Player may: * Sneak * Hide * Use shadows * Use cover * Perform stealth kills * Avoid combat ⸻ Combat Gameplay Player may: * Shoot enemies * Fight infected * Fight zombies * Fight feral ghouls ⸻ Rising Tension As the player progresses: * Enemy numbers increase * Alien sightings increase * Atmosphere becomes more intense * Horde activity increases ⸻ Final Sequence Horde Chase Alien becomes active. Massive horde pursues player. Includes: * Zombies * Infected * Feral Ghouls ⸻ Escape Sequence Player uses: * Sprinting * Vaulting * Climbing * Sliding * Parkour Goal: Reach metro station entrance. ⸻ Last Stand Metro entrance is locked. Player activates access panel. Door opening sequence begins. Player survives waves of enemies until access is granted. Alien approaches during final defense. ⸻ Ending Metro blast doors open. Player enters. Doors close behind player. Alien and hordes collide with doors. Screen fades to black. ⸻ TITLE REVEAL IN RETROSPECT: Z.A.I.G. “The signal brought humanity home. The ZAIG made sure it stayed.” ⸻ REQUIRED GAMEPLAY SYSTEMS Movement * Walking * Running * Crouching * Vaulting * Climbing * Sliding * Parkour Traversal Combat * Shooting * Reloading * Recoil * Weapon Jams Survival * Inventory System * Looting System * Health System * Stamina System * Resource Management Equipment * Flashlight System * Gas Mask System AI * Zombie AI * Infected AI * Feral Ghoul AI * Alien Stalker AI * Sound Detection Atmosphere * Dynamic Lighting * Horror Audio * Environmental Storytelling ⸻ DELIVERABLES * Playable Unreal Engine 5 Demo * Windows Build * Controller Support * Organized Project Files * Weekly Progress Updates * Gameplay Videos During Development * Bug-Fixing Period After Delivery ⸻ IDEAL DEVELOPER Looking for someone experienced with: * Unreal Engine 5 * First-Person Gameplay * Survival Horror Design * AI Systems * Level Design * Environmental Storytelling * Immersive Sim Mechanics * Atmospheric World Building Inspirations include: * Fallout * Metro * S.T.A.L.K.E.R. * Resident Evil * Silent Hill * Dying Light * DayZ * Days Gone * Left 4 Dead * World War Z * Dead Space * Splinter Cell * Dishonored * Tom Clancy Games * Call of Duty I need a team of: ✍️✍️✍️✍️✍️✍️✍️ * Scene Composition / Environment Art Direction: * Responsible for the overall visual quality of the world. * Includes lighting, atmosphere, and immersion—crafted like a professional photograph. * A skilled scene artist enhances composition, color, and balance. /////////✍️✍️✍️✍️✍️ * Environmental Animation: * Set up world assets (terrain, structures, props) in-engine. * Place assets logically for player guidance and immersion. //////////✍️✍️✍️✍️✍️✍️ * Character Animation: * Design and implement character movements, attacks, death sequences, and idle behaviors. * Ensure fluid and responsive character actions. ///////////////✍️✍️✍️✍️✍️✍️✍️✍️ * Sound Animation: * Sync audio cues (footsteps, attacks, environmental sounds) to in-game actions. * Enhance immersion by providing real-time feedback. ///////✍️✍️✍️✍️✍️✍️✍️✍️✍️ * Physics Animation: * Incorporate physics-based elements (ragdolls, destructible objects). * Ensure realistic reactions to player interactions or in-world events. //////////✍️✍️✍️✍️✍️✍️✍️✍️✍️ * UI/HUD System: * Design and implement a user interface (health, ammo, inventory). * Provide clear, immersive feedback to the player. //////////////////✍️✍️✍️✍️✍️✍️✍️ * Save/Load System: * Implement functionality to save and load progress. * Ensure checkpoints or quick saves work seamlessly. /////////////////✍️✍️✍️✍️✍️✍️✍️✍️✍️ * Combat Balance Pass: * Adjust and refine combat mechanics for fairness and challenge. * Ensure that player and enemy interactions feel balanced. //////////////////✍️✍️✍️✍️ * Armor Customization: * Design a system where different armor pieces can be equipped. * Implement unique stats for each piece (e.g., protection, movement speed). * Ensure armor upgrades affect stats and visuals. * Create helmets, chest armor, gloves, boots, backpacks, and gas masks. * Allow armor modifications and upgrades. * Connect armor to survival and damage systems. ////////////✍️✍️✍️✍️✍️✍️ * Skill Tree / Perks System: * Create a level progression system with XP. * Design a skill tree where players unlock perks and abilities. * Ensure choices impact gameplay, like new abilities or stat boosts. * Create character specialization paths. * Create passive and active abilities. * Reward player progression with meaningful upgrades. //////////:✍️✍️✍️✍️✍️✍️ * Gun Customization: * Implement a system for customizing firearms with attachments (scopes, barrels, stocks). * Program visual changes and stat adjustments per attachment. * Handle gun sounds, reloading animations, and visual feedback. * Create weapon upgrade systems. * Create weapon durability systems. * Allow players to modify weapon performance and appearance. //////////////✍️✍️✍️✍️✍️✍️✍️✍️✍️ * Dynamic World Events: * Create systems for random or scripted world events (e.g., weather changes, day/night cycles). * Ensure events influence gameplay (e.g., visibility, enemy spawns). * Create environmental hazards such as storms, radiation, and fog. * Create random encounters and world activities. * Make the world feel alive and unpredictable. ////////////✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️✍️ * Resource Scarcity: * Create limited ammunition systems. * Create limited food and water supplies. * Create limited medical supplies. * Create limited batteries, fuel, and crafting materials. * Encourage scavenging and exploration for survival resources. * Ensure players must make strategic decisions about resource usage. * Balance loot distribution to maintain tension and survival gameplay. * Reward careful planning and resource management
$1,000.00
Fixed-price- IntermediateExperience Level
- Remote Job
- Ongoing projectProject Type
Skills and Expertise
Activity on this job
- Proposals:15 to 20
- Last viewed by client:4 weeks ago
- Hires:1
- Interviewing:5
- Invites sent:10
- Unanswered invites:1
About the client
- USAArlington10:53 PM
- $7.9K total spent1 hire, 1 active
- 318 hours
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