Unity Dev to Build a Branded Surf Arcade Game from PRD + Working Prototype
Worldwide
Read this first: I'm looking for one experienced individual Unity developer. No agencies, no teams, no subcontracting. You will personally build and own this project. [[ What we're building ]] A polished, branded "surf the wave" arcade game for corporate events. A rider joins a lineup, rides a stylized wave collecting rings, ramps, and bonuses for a high score, and lands on a live leaderboard shown on a big screen. An on-site operator runs the whole show from a laptop "Control Center" and can re-brand the entire experience:logo, colors, fonts in minutes. It runs locally, with no cloud or internet dependency. The look should be AAA / broadcast quality, clean and premium, not cartoon or kiddie. You are building from a complete spec (not a vague idea) This is a rare Upwork job where the requirements are fully nailed down before you start: - A written PRD covering every feature, rule, and flow. - A fully playable browser prototype that demonstrates every screen, interaction, and the exact gameplay feel we want. You build the Unity game to match it. - A finished Unity Asset Store shopping list. We've already selected the AAA asset packages (water, environment, VFX, etc.) for the visual stack. We purchase them; you integrate them. Your job is to turn that spec into a real, great-looking Unity game. [[ Scope of work ]] 1. Build the game in Unity to match the prototype's screens, flow, scoring, and feel. 2. Integrate the purchased Unity Asset Store packages (from our shopping list) for the water, sky/environment, rider/character, and VFX. 3. Implement the operator Control Center: event grid, an event editor with live per-event branding (logo/colors/fonts), lead capture, and a data/leaderboard screen. 4. Full rider-facing show flow: attract/welcome screen, signup, countdown, in-ride HUD, leaderboard, and a score "slam" results screen. 4. Two game modes: a single-rider version and a 2-rider head-to-head "duel." 5. Dual-screen show mode: operator console on one display, the big-screen show on a second display. 6. Balance-board controller input: riders control the game by leaning on an off-the-shelf USB balance board that presents as a standard HID game controller (plug-and-play, no driver). 7. You'll read it through Unity's Input System and tune the lean-to-steering mapping so the feel matches the prototype including a per-rider neutral/center reset, a sensible dead-zone, and graceful behavior if the board is unplugged mid-ride (never crash the show). 8. Package as a Windows x64 kiosk build with a clean launch/recovery flow, and QA it against the prototype screen by screen. [[ Target stack ]] Unity (2022.3 LTS or newer), HDRP, C#, UI Toolkit, Unity Input System, Windows x64, fully local (no cloud/backend). Version control via a private GitHub repo we provide. [[ What we provide ]] The PRD, the playable prototype, a named catalog of every screen, and the asset shopping list. We buy the paid asset packages. You'll have direct access to us for questions throughout. [[ Deliverables ]] - A compiling, running Windows x64 kiosk build of both game modes. - The full Unity source project in our repo, cleanly organized and documented. - Asset Store packages integrated; audio wired; dual-screen show mode working. - A short build/run guide and a pass on the screen-by-screen parity checklist we provide. To be considered, your proposal must answer the screening questions below. Generic copy-paste proposals will be ignored.
- Less than 30 hrs/weekHourly
- 1-3 monthsDuration
- ExpertExperience Level
- Remote Job
- Complex projectProject Type
Skills and Expertise
Activity on this job
- Proposals:20 to 50
- Last viewed by client:2 days ago
- Interviewing:0
- Invites sent:0
- Unanswered invites:0
About the client
- United StatesHouston9:09 AM
- $221K total spent126 hires, 25 active
- 13,045 hours
- Media & EntertainmentMid-sized company (10-99 people)
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