We're looking for artists that are able to create worlds/environments for mobile games.
These environments are needed for a Racing/Demolition Derby game running on unity 2018.3. Technically we'll only need the Max or FBX file from you. But candidates that can provide the unity support would be a huge plus.
Two types of environments are needed: The larger ones under 40,000 tris. Smaller Arenas under 20,000
Here are some of the goals for creating environments:
- The smaller level can have 1 alpha object, like a fence or outside treeline. Transparency on larger levels should be avoided. (No alpha tested textures.)
- 40 texture limit for environment. This gets used up fast, because it includes existing signs, trees, etc.
- Large world needs to large enough to explore and to have several race track paths created within it's bounds.
- The larger levels should also include ramps and room for stunt areas. I will provide a model ramp angles and car trajectory estimates.
- A simplified collision mesh will be needed. Broke into 2 types, walls and ground.
- Collision surfaces are invisible and poly counts can be increase on them to smooth some areas if needed.
- Roads and terrain need to be smooth. Bumpy surfaces will make driving difficult.
- Simple materials that use an alpha to reflect a cube map can be used (no normal maps). Scene's are kept as simple as possible to perform good on mobile.
- Open to suggestions on the the environment. We have a list of locations we would like to have but we are open to your ideas.
- We'll have several textures already done like roads, grass, etc. The more existing textures used, the better.
- Smaller dynamic objects are not needed. We can use existing dynamic objects to populate your world.
Some technical notes. Hopefully you are familiar with a texturing technique where you combine textures
when building environments. In most of our levels, it is common to use several textures that are 128x2048 to reduce the draw count.
learned this technique it was called "Texture Stripping", but I'm sure it might be
called something else. For example: these buildings are mapped so most
tile side to side. Next I stack the building 2 or more times to add
floors to them. Followed by adding detail objects like AC unit, awning,
cutting in doors and adding a roof, etc... I attached one of the 5
textures used to create the city screenshot below.
Feel free to ask follow up questions here since this project is a bit open ended with location and goals.
Please email directly. Mike(at)BeerMoneyGames.com
This is an example of a game texture in the downtown city map.