Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
Hi everyone! Here's my latest hard-surface project. I'm always looking to improve, so any feedback, critiques, or suggestions would be greatly appreciated. I probably should have asked for feedback before I posted it but anyways. Thanks for taking a look! Link to full project
Hello everyone, I'm Muhammed Enes Uras, and together with another software engineer, I'm building TASO. It's a competitive 1v1 mobile game built around a stack-and-strike core loop: players build a shared stack of collectible discs, then take turns striking it to flip their opponent's pieces for points. Think of it as a…
We are seeking a faculty member with professional experience in game development and technical art to teach undergraduate and graduate courses in game design, technical art, and interactive media. Responsibilities include: * Teaching courses in Game Design and Technical Art * Mentoring student game projects and portfolios…
Hello! I am finally starting this thread in Polycount. SHIFT is my final year project at university. We are producing a game cinematic trailer and I would like to share some progress here as an environment artist and hopefully get some input from artists outside of school! I will be working on the environment assets and…
Hi! I’m an experienced Unity developer looking to form a small remote team to create and release our own commercial indie game. I have over 15 years of game-development experience, primarily as a programmer, lead developer and project lead. I’ve worked on released indie titles, high-profile mobile projects and many other…
Hey, I have been posting a couple of projects on the work I did for Fading echo. I have just finished working on a new one where I discuss why we took the decision to completely remove Nanite from our project and how to optimise a game using old techniques rather than blindly trusting new features. You will see that it is…