[PAID CONTRACT] Compass: Open World Survival Game, 3D Assets, Texturing, & UI/UX Design

Hello.

I am searching for one or more talented 3d modelers/visual designers interested in doing work for an alpha build of an unannounced survival video game, building meshes, textures, HUD elements and other assets in a realistic/semi-realistic style. The visual theme of the game is high contrast “neon-band” type assets - think Black Mesa or Far Cry: Blood Dragon.

The current focus is on a small range of assets including a small suite of primitive tool meshes & textures, a large & evolving centerpiece crystal for the player home location, the model design of a single enemy, and concept/design work for several menus. If you prove reliable, further work will be made available as my paychecks support.

The work will be available on an asset-to-asset basis at a commission and delivery rate open to discussion with the artist. Concept images, references, and a style guide will be provided as a starting point for each piece. Once work commences, I’ll provide 50% of your required rate once you’ve produced a placeholder to demonstrate capability, and 50% on completion. This protects both of us from scams and abandoned work.

The texturing elements of the work are very important. In the case of most of the models, dedicated lighting/emissive map textures of most assets to include isolated masked regions will be a prerequisite for work being accepted ( ← that means the assets gotta be able to glow in some spots, and not in others, and I gotta be able to access those areas via blueprints at runtime), alongside the other base textures. Because of this, some texturing-native work will be expected as well as the model design.

On fair use: artists will retain shared rights to their work upon the work’s completion - you’ll agree to it’s potential use in my properties (which will not include resale of individual assets), and I’ll agree to allow you to retain it for resale or reuse in other materials. If an exclusive license is sought, I’ll negotiate and sign for that with you on a piece-to-piece basis as it becomes relevant, but neither exclusivity nor usage should be assumed.

The ideal candidate will have at least a small portfolio of existing realistic/semi-realistic work available for reference at the required detail scale. This is as much to protect me against scams as it is to authenticate your work quality.

To be considered, they should send their portfolio to dszim@proton.me along with:

  • Their name & contact information
  • A rough estimate or better of their desired commission rate and delivery time ranges for an item typical of their portfolio
  • 1-2 sentences describing their experience in the classroom or industry which they feel I’d be interested in knowing about, if relevant
  • Any questions they have about the work
  • And a few words of introspection about the last time they remember a game inspiring a sense of wonder or emotion in them.

Full resumes/cover letters are not required and will not be considered. In exchange for this courtesy, I appreciate you giving a few honest minutes’ thought to your response rather than sending along pregenerated AI slop.

All candidates will be contacted once their work has reached my desk for consideration.

I am excited by the opportunity to help shape your survival game’s visual identity with striking neon crystals, rugged sci-fi tools, and distinctive enemy designs. I’d focus on optimized models, detailed PBR textures, and separately masked emissive zones for runtime control, ensuring each asset fits your high-contrast neon aesthetic.

Portfolio: https://www.artstation.com/artwork/G119ZN
Discord: elliot.hayes

Hello there, I saw your post looking for a 3D modeler for your survival game alpha and I’d love to help build your realistic hard surface props, crystals and enemy models. My portfolio features game ready 3D assets with advanced texturing and custom emissive glow maps tailored for sci-fi environments. Since you mentioned needing isolated masked regions for runtime blueprints what is your preferred texture resolution and engine pipeline for these assets?

DISCORD: bimplee

MY PAST WORK: ArtStation - Piper_xe