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[EVALUATING SUBMISSIONS] Mecha Design/Modelling for turn based strategy game

Hi,

we are looking for an artist to DESIGN, MODEL, TEXTURE and RIG mechas for an in development indie turn based strategy game. The style we are looking for is militaristic/realistic (think Front Mission) although we are open to input from the selected artist. This is a remote offering and the artist is expected to manage his/her resources accordingly and coordinate with the creative director (based in Spain) throughout the process. This is a multi-month job. We are looking for work on 10-20 different mechas taking 2-3 weeks per mecha on average (depending on budget).

Specifications:
-Around 20k triangles per mecha, total (we can adapt to lower polycounts if the final look holds up).
-Perspective is isometric, somewhat distant, but cinematics will show closer shots.
-Each mecha is comprised of 5 discrete parts that should be delivered as different meshes with different texture sets (legs, torso, 2 arms and backpack).
-Textures (per part) should be 2k, PBR textures for use with Unity 3D.
-Mechas should be designed so parts are interchangeable (we arms or backpacks from one mecha should fit another's torso). Specific technical specifications to be discussed with the selected artist.
-Only the leg part for each mecha will be rigged. Torsos and weapons/arms don't need to be rigged.
-If possible, we would like three animations per set of legs: walk, turn and die/shutdown. We will consider artists without animation skills.
-Deriverables will be separated per part and will be:
      -Design: Preliminary Sketches and final design (any image format will do).
      -Model: Native 3D files (Maya, 3DS...) and FBX tested for import in Unity 3D.
      -Textures: Layered Photoshop files.

If you are interested, please send your portfolio, resume and an estimated budget (either per mecha or per day with an estimate of working days per mecha) to juan@aheartfulofgames.com

Thanks,
Juan Raigada

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