Unity Developer — Recreate 1 Level of a Hyper-Casual Mobile Game ($75 / Project, Can Be Long-Term)

Posted 4 days ago

Worldwide

Summary

I'm looking for a Unity developer for ongoing, long-term work recreating hyper-casual mobile puzzle games from reference videos — including creating all 2D/3D art assets yourself. THE SCOPE IS DELIBERATELY SMALL AND SIMPLE: one working level per game. No menus, no level-select systems, no sound, no meta features, no store publishing. Just one polished, playable level. Built with AI tools (which I strongly encourage — see below), an experienced developer finishes one of these in a few focused days. The only architectural expectation: even though you build ONE level, write the code so that adding more levels later is easy (data/inspector-driven setup, nothing hardcoded) — you don't build the extra levels or any level manager, you just don't paint the code into a corner. ABOUT THIS JOB AND WHAT COMES AFTER: This job is one complete game for a fixed $75 milestone — normal paid work, funded via Upwork escrow before you start. But I'm not looking for a one-off: I have a long queue of similar games waiting to be built. My previous developer completed 25+ games with me this way over several months — one game every few days, each as its own fixed-price milestone, with rates increasing over time. If this first game goes well (quality, communication, speed), the next milestone follows immediately and this becomes steady long-term work. I may bring more than one freelancer on board for my game queue; every contract is its own fully paid milestone. THE GAME: Recreate ONE level of this game: "Car Sort: Color Puzzle" — https://play.google.com/store/apps/details?id=com.duykanbakay.carconveyortransfer I will send you the exact level and a reference gameplay video at kickoff. Your job is to recreate that exact level: same mechanics (all of them, as seen in the video), same layout, same look and feel — as a clean, polished, fully playable single level in Unity. WHAT YOU DELIVER: - One complete, playable level matching the reference video as closely as possible. - ALL art assets created by you: 3D models, 2D sprites, materials, and simple animations where needed. I do not send any assets. AI-generated art (e.g. image generators) is fine as long as you produce it yourself and the quality matches the reference. - Polish is part of the job, not an extra: animations, easing (no rigid/linear movement), particles, trail effects, counters — the "juice" that makes it feel like the original game. - Win and fail conditions. No win/fail UI screens — just fire Debug.Log events and stop gameplay after win/fail. - Gameplay only: NO menus, NO level progression/level manager systems, NO multiple levels, NO sounds or music. - Scalable-by-design code: only 1 level is delivered, but the level setup must be data/inspector-driven so I can create additional levels later without touching code. That's it — one level, built cleanly. USE AI — SERIOUSLY, USE IT: I don't just allow AI tools, I expect you to use them heavily: - CODE: Use AI code generation (Claude Code, ChatGPT, etc.) as your primary way of working. That's how this scope gets done in days instead of weeks, and it's how the per-game pricing makes sense. You still own the result — you must understand the code, test it thoroughly, and make sure it follows every rule in this post. "The AI wrote it" is never an excuse for a bug. - ART: Generate your 2D art with AI image tools, and build/texture 3D models yourself (AI-assisted workflows fine). As long as YOU produce it and the quality matches the reference, it's all good. If you refuse to work with AI tools, this job is not for you. DELIVERY FLOW: 1) Send a short gameplay video for review. 2) I give feedback — minor fixes to match the reference are included in the price. 3) Once approved, send the full Unity project as a zip. Test the game thoroughly yourself before sending (edge cases, fast/slow dragging, spamming inputs, etc.) — I shouldn't be the one finding basic bugs, and fixes must be delivered as an updated project, not as instructions for me to apply. ABSOLUTE RULE — ZERO THIRD-PARTY CONTENT (COPYRIGHT): This is the one rule that can never be broken, so I'm stating it separately. EVERYTHING in the delivered project must be created by you: - NO external packages or plugins: no DOTween, no LeanTween, no Odin, no anything. Only default Unity functionality. - NO downloaded assets from ANY source, free or paid: no Asset Store content, no Sketchfab/CGTrader/TurboSquid models, no itch.io packs, no Kenney assets, no Google-image sprites, no downloaded fonts, textures, icons or sounds. "It was free" does not make it usable. - These games are published commercially on the Unity Asset Store. ONE piece of third-party content in a delivery = copyright violation = the entire listing gets banned. This is an instant-rework situation: if anything third-party is found in your project, it must be fully redone by you, and it ends the collaboration. - What IS allowed: assets you generate yourself with AI tools, models you build yourself, and custom Shader Graph shaders you make yourself. Made-by-you is the entire test. You will be asked to confirm at every delivery that 100% of the content is your own work. TECHNICAL REQUIREMENTS (IMPORTANT — THESE ARE MANDATORY): These games get merged into a larger commercial package on my side (you don't have to do that part — I handle it), so the following rules must be followed: - Unity 6 — I'll give you the exact version to use (currently 6000.0.62f1) — with URP and URP materials. - Start from the small base Unity template project I provide (comes with a short PDF guide covering scene structure and camera setup). - Project structure: everything for the game inside one root folder, e.g. Assets/GameName/, with one file type per subfolder (Scripts, Prefabs, Materials, Meshes, Textures, Animations...). No TextMeshPro or package files inside the game folder. - Unique script/class names (games from different milestones end up in one Unity project — no name collisions). - Prefabs saved at position (0,0,0), rotation (0,0,0), scale (1,1,1). - Only the "Default" sprite sorting layer — never create new sorting layers. - Don't reference sprites/assets from the Packages folder — copy any default sprite you use into the game's own folder. - UI elements (counters etc.) on a World-Space canvas only; use only the camera from the template — never add extra cameras. - Nothing level-related hardcoded: grid sizes, colors, spawn counts, layouts etc. must be exposed in the Inspector (e.g. a public color palette array, not Color.red in code). This is what makes the "scalable for future levels" requirement real — I must be able to build a new level by arranging objects and changing Inspector values, without touching your code. - The level must fit a mobile portrait aspect ratio properly. - Clean, functional code; performant (no unnecessarily heavy meshes/particles). TIMELINE: Expected turnaround for this game: around 2-5 days from kickoff. Tell me your realistic estimate in your application. WHAT MAKES THIS TURN INTO LONG-TERM WORK: - How closely your level matches the reference (mechanics AND feel/polish) - Quality of the assets you create - How well you follow the technical requirements above - Scalability: how easily could I add a level 2 to your project without code changes - Communication: progress updates, honesty about delays, self-testing before delivery - Turnaround time EXAMPLES OF WHAT'S IN THE QUEUE: So you know exactly what kind of work comes after this first game — recent milestones in this project were one-level recreations of games like these: - Coffee GO! (2D color sorting): https://play.google.com/store/apps/details?id=com.hoppaplay.cog - Drop Marbles (3D physics / conveyor): https://play.google.com/store/apps/details?id=com.helloteam.dropmarbles - Hole Loop Jam (3D hole eats blocks): https://www.youtube.com/watch?v=nX778r0IiFA&t=93s (level at 1:25) - Donut Master (3D conveyor sorting): https://www.youtube.com/watch?v=PdS83mUsWuM (level at 8:20) - Card Factory (3D card matching): https://www.youtube.com/watch?v=pSGsq5O1KmQ - Sheep Dash (3D animal puzzle, simple rigged characters): https://www.youtube.com/watch?v=f-uSQ1QDkn8 (level at 3:45) All future games are in this same family: small mobile puzzle / sorting / physics games, one polished level each, same rules and pricing structure as this job. TO APPLY: Please include: 1) A link or video of a hyper-casual / puzzle game or prototype you built in Unity (mechanics + polish visible). 2) Confirmation that you can create your own 2D and 3D assets, and what tools you use. 3) Which AI tools you use for coding and for art. 4) Your realistic turnaround time for this game.

  • $75.00

    Fixed-price
  • Intermediate
    Experience Level
  • Remote Job
  • Ongoing project
    Project Type

Contract-to-hire opportunity

This lets talent know that this job could become full time.
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Skills and Expertise
Mandatory skills
C#
Unity
Game Development
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:2 days ago
  • Hires:
    2
  • Interviewing:
    7
  • Invites sent:
    22
  • Unanswered invites:
    14
About the client
Member since Nov 2, 2025
  • HUN
    Szombathely2:31 AM
  • $2.1K total spent
    38 hires, 12 active

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