3D artist and course/track designer for Unity mobile game

Posted 2 months ago

Worldwide

Summary

1. Project Overview We're designing a mobile racing-themed game where players collect and race adorable dog cards. The core gameplay is stat-based, auto-resolved racing across short, visually distinct tracks with a card-collection and competition structure. Direct Reference Game: Top Drives – Car Race Battles (Hutch Games) The concept is nearly identical - just replace cars with dogs. Same quick races, same visual presentation, but with dogs as the theme and a broader target audience 2. Overall Approach We do not build a fully unique scene for every track. Instead, each theme uses: 1 base Environment Scene (the visual world) 3–5+ Track Prefabs (the dog path laid on top of it) This modular kit system keeps production fast, costs low, and fits our existing Unity engine architecture perfectly. 3. Technical Requirements (Mandatory) The artist must deliver fully assembled, working Unity assets - not just raw 3D models. Required Skills: Git: comfortable with basic workflow (clone, pull, push, commit, branches, simple conflict resolution). Art assets live in the same repository as the game code. Unity Editor: create/edit scenes, build prefabs, set up materials & lighting, place colliders, assign tags, structure scene hierarchies. Previous experience working in tandem with mobile game developers. UI experience a plus (for future development) No scripting required. Track Prefabs and Environment Scenes are built directly in the Unity editor, so you must own the full pipeline from modeling to in-editor asset. 4. Engine Architecture Each race is built from two completely independent assets that are combined at runtime: Environment Scene The visual world (terrain, lighting, decoration, skybox). Loaded as an additive Unity scene. One per theme. Track Prefab A GameObject containing a Unity Spline that defines the dog path. 3–5 (or more) per theme. Each prefab is placed into the Environment Scene at runtime. 5. Visual Style Semi-stylized mini-diorama (exactly like Top Drives). Key characteristics: Presentation similar to Top Drives Top-down or slightly angled camera Slightly toy-like world Clean shapes Highly readable track layout Bright visual accents This style is perfect for mobile performance, cheaper to produce, and easy to keep visually consistent across many tracks. 6. Track Specifications (Critical for This Milestone) Length: 5–20 seconds at normal racing speed (very short sprints) Layout: Simple, highly readable paths with gentle curves and light elevation changes. Refer to Dog Agility courses for reference. Interactive Elements: None (no power-ups, destructibles, or complex hazards) Dog Movement Feel: Smooth, bouncy, quadruped-friendly splines (slightly wider turns than car racing games, natural flow for running dogs) Camera: Top-down or angled 3/4 view (mini-diorama style) 7. First Milestone – 8–10 Short Tracks (All in One Theme) For this initial milestone you will create 8–10 short tracks all within a single Environment Scene. You may choose which theme you prefer to work on (Indoor is the simplest and most production-friendly starting point, but you are welcome to pick Forest, Farm, or another if you feel strongly). Deliverables: 1 complete Environment Scene (your chosen theme) 8–10 Track Prefabs (all placed and lightly decorated inside that one Environment Scene) All assets optimized for mobile performance Pushed to our Git repository This focused scope lets you concentrate on one cohesive mini-diorama and deliver polished, consistent results quickly. Estimated timeline: 1.5–3 weeks (depending on your availability and revision rounds). 8. Environment Theme Guidelines (For Reference & Future Work) Indoor A dog competition arena or agility hall. Basic setup: large hall/pavilion, flat floor with sport markings, side barriers, banners, agility obstacles placed along the path. (Insert the full dog agility obstacle illustration from page 4 here – A-Frame, Tunnel, Weave Poles, etc.) Forest Open natural terrain with hills, trees, bushes, rocks, dirt/grass, occasional wooden fences. This environment allows several different track layouts with minimal additional work. Farm Rural farm setting. Reference: Polygon Farm Pack by Synty. Additional themes (Urban, City, etc.) are planned for future milestones. 9. Workflow & Collaboration Receive repo access + reference folder Choose your theme and build the Environment Scene + spline blockouts Art pass and light decoration 1–2 quick revision rounds based on playtesting feedback (we respond within 24 hours) Push final assets to Git We will provide: Playable demo (shared privately with shortlisted artists) Dog model + animations Detailed moodboards & color palettes for the themes Existing Synty-style assets already in the project 10. Questions for the Artist (Optional) If you have strong opinions on style variants for the Nature/Forest theme or any other creative suggestions for your chosen theme, please share examples or quick mockups in your proposal.

  • Less than 30 hrs/week
    Hourly
  • 3-6 months
    Duration
  • Intermediate
    Experience Level
  • $15.00

    -

    $25.00

    Hourly
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
Unity
Game Development
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:3 weeks ago
  • Interviewing:
    1
  • Invites sent:
    4
  • Unanswered invites:
    1
About the client
Member since Mar 11, 2026
  • United States
    Richmond1:57 AM
  • $2.6K total spent
    2 hires, 1 active
  • 5 hours

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