Unity level layout โ€” assemble a dense Synty city foundation (kitbash, no modeling)

Posted 4 days ago

Worldwide

Summary

Unity 6 (URP), stylized crime game. I need a city layout / blockout built entirely from EXISTING Synty prefabs (I own the packs). This is pure assembly / level design โ€” NO 3D modeling, no texturing, no decorating. I'll do all the detail work myself (props, LED signs, interiors, lighting, branding). I just need the structural foundation: roads, sidewalks, buildings, and overpasses โ€” arranged into a dense, enclosed city. ๐ŸŽฏ #1 goal โ€” density & enclosure (this IS the deliverable) Reference: It's Only Money (images attached). I need that packed, surrounded feeling, not an open map: - Overpasses / elevated roads running overhead across the main streets (use the Synty bridge/motorway pieces) so the player feels covered and enclosed. - Narrow "canyon" streets with buildings right up to the curb โ€” not wide-open roads. - Capped sightlines โ€” buildings block the distance so the player never sees for miles or stares at empty sky. - Buildings packed tightly together, continuous street walls, vertical layering. - The test: standing anywhere, the player should feel surrounded by buildings with little open sky. If it looks like a flat suburban grid, it's wrong. This composition is the actual skill I'm paying for. Scope A compact city of ~3โ€“4 connected districts (quality of density over size) โ€” drivable and walkable across in a few minutes. The run-down starter neighborhood is the priority and first milestone. DELIVERABLES - A Unity scene with the city laid out from the provided Synty prefabs. - Organized hierarchy โ€” grouped into clearly-named, movable district/block parent objects so I can rearrange. - Correct scale for a third-person game with driving โ€” streets wide enough for cars but not cavernous. - Overpasses / elevated roads creating overhead enclosure across main streets. - Roads connect logically; sidewalks placed; buildings placed densely. - Required POIs placed and named (below). - Delivered as a .unitypackage (scene + any prefab groups), built in Unity 6 / URP. Required POIs & placement (place the building type; I'll brand them) Use the matching Synty prefab for each and name each object clearly so I can find it later. Don't detail them โ€” just place the right structure in the right spot. Starter neighborhood โ€” run-down / dirty (where the player begins; build this densest and grittiest): - Run-down houses / low apartment blocks, packed tight - 1โ€“2 corner stores / bodegas - Alleys between buildings - A vacant lot or derelict building marked as the player's starter base (PlayerBase_Spot) - Leave some open sidewalk/corner spaces along the streets (I use them for gameplay) Commercial / downtown area (denser, services along a main strip): - Gas station ร—1 โ€” on a corner with clear car access (GasStation_01) - Pawn shop storefront ร—1 (Storefront_Pawn) - Tattoo parlor storefront ร—1 (Storefront_Tattoo) - Clothing shop storefront ร—1โ€“2 (Storefront_Clothing) - Mall / big-box store ร—1 as a landmark anchor (Mall_01) - Bar / nightclub ร—1 (Storefront_Bar) - Police station ร—1 (PoliceStation_01) - Parking lot(s) - Overpass / elevated road overhead across the main street Placement logic: gas station + mall need car access and bigger footprints; shops line a commercial strip close together; the starter neighborhood is tighter, grittier, run-down. Everything packed for the dense/enclosed feel. โŒ Do NOT (I handle all of this) Model anything ยท make/edit textures or materials ยท place small props/clutter ยท create signs or LEDs ยท detail interiors ยท bake lighting. Structural layout only. Technical: - Unity 6, URP. - Use only the Synty packs I provide/list โ€” no other assets. - Keep object counts reasonable (no extreme overdraw); districts as movable parent groups. - Don't overlap/intersect meshes sloppily. - Colliders not required (I have a tool for that). I provide - The exact Synty pack list (likely: PolygonCity, PolygonTown, PolygonShops, PolygonNightclubs, + a pack with bridge/motorway pieces โ€” I'll confirm) - It's Only Money reference images (the density/enclosure target) - District list + target size - My Unity / URP version Milestones - Starter neighborhood โ€” run-down, dense, enclosed, with PlayerBase_Spot. (Approve the feel here before continuing.) - Downtown / commercial strip โ€” POIs + overpass. - Remaining districts + connecting roads.

  • Less than 30 hrs/week
    Hourly
  • 1-3 months
    Duration
  • Entry level
    Experience Level
  • $5.00

    -

    $10.00

    Hourly
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
Architectural Design
Unity
Activity on this job
  • Proposals:20 to 50
  • Last viewed by client:4 days ago
  • Interviewing:
    4
  • Invites sent:
    8
  • Unanswered invites:
    3
About the client
Member since Sep 14, 2017
  • United States
    Bowling Green11:47 AM
  • $63K total spent
    93 hires, 13 active
  • 1,348 hours
  • Education
    Individual client

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