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507 projects
published for past 72 hours.
| Job Title | Budget | Published | |||
|---|---|---|---|---|---|
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3D Silah Modelleme Uzmanı Aranıyor – Mobil Battle Royale Oyunu (30–50 Silah)
Applied
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$10 - $100
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10 minutes ago |
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Merhaba,
Geliştirmekte olduğum **mobil Battle Royale savaş oyunu** için profesyonel, deneyimli ve uzun vadeli çalışabileceğim bir **3D silah modelleme uzmanı** arıyorum. Proje kapsamında başlangıçta **30 farklı silah modeli** üretilmesini planlıyorum. Çalışmanın kalitesine, iletişime ve ilerleme sürecine bağlı olarak bu sayı **50 silaha veya daha fazlasına** çıkabilir. ### 1. Modelleme ve kalite gereksinimleri - Modern, gerçekçi ve AAA oyun kalitesinde 3D silah modelleri hazırlanmalıdır. - Modeller profesyonel PBR materyallere ve yüksek kaliteli dokulara sahip olmalıdır. - Silahların gövde, metal, plastik, ahşap ve diğer yüzey detayları gerçekçi şekilde hazırlanmalıdır. - Modeller, mobil oyun performansına uygun şekilde optimize edilmelidir. - Gerektiğinde High Poly ve Low Poly versiyonları hazırlanmalıdır. - UV Mapping, Texture Baking ve düzgün Topology işlemleri eksiksiz yapılmalıdır. - Silahlar Unity 6.5 ve URP ile uyumlu olmalıdır. - Hareketli parçalar, şarjör ve diğer animasyon gerektiren bileşenler uygun şekilde ayrı hazırlanmalıdır. - Modeller, oyun içerisinde birinci şahıs ve üçüncü şahıs kamera açılarında kullanılabilecek kalitede olmalıdır. - Silah tasarımları, üçüncü tarafların fikrî mülkiyet haklarını ihlal etmeyecek şekilde hazırlanmalıdır. ### 2. Substance 3D ve kaynak dosyaların teslimi **Yalnızca tamamlanmış FBX veya görsel dosyaları kabul edilmeyecektir.** Her silah için aşağıdaki dosyalar eksiksiz teslim edilmelidir: - Substance 3D Painter proje dosyaları (.spp) - Kullanılmışsa Substance 3D Designer kaynak dosyaları (.sbs) - FBX formatında oyun için hazır 3D model - Blender, Maya veya 3ds Max gibi kullanılan modelleme yazılımının düzenlenebilir kaynak dosyaları - High Poly ve Low Poly modeller - UV haritaları ve gerekli baking dosyaları - PBR dokuları (Base Color, Normal, Metallic, Roughness, AO vb.) - Unity URP ile uyumlu materyaller - Kullanılan tüm gerekli texture, mesh ve yardımcı proje dosyaları Dosyalar düzenli klasör yapısında, eksiksiz ve daha sonra tarafımdan düzenlenebilir şekilde teslim edilmelidir. ### 3. Mülkiyet ve kullanım hakları Bu proje için özel olarak üretilen tüm modellerin ve ilgili çalışmaların ticari kullanım ve fikrî mülkiyet hakları, ödeme ve sözleşmede belirlenen şartlar doğrultusunda tamamen bana devredilecektir. - Teslim edilen modeller oyunlarımda ve diğer ticari projelerimde kullanılabilecektir. - Kaynak dosyalar üzerinde değişiklik yapma hakkım bulunacaktır. - Önceden hazırlanmış veya üçüncü taraflara ait modeller izinsiz kullanılmayacaktır. - Üçüncü taraf varlıklar kullanılacaksa önceden yazılı onayım alınmalı ve lisansları açıkça belirtilmelidir. - Gizlilik, yeniden satış ve portföyde paylaşım koşulları sözleşmeyle belirlenecektir. ### 4. Çalışma ve ödeme sistemi **30–50 silah için tek seferlik toplu üretim ve ödeme yapılmayacaktır.** Çalışmalar silah başına yürütülecektir. 1. İlk olarak bir silah için kapsam, kalite standardı, teslim süresi ve ücret belirlenecektir. 2. Modelleme sürecinde ara görseller ve ilerleme raporları paylaşılacaktır. 3. Tamamlanan silah, teknik gereksinimler ve görsel kalite açısından incelenecektir. 4. Gerekli düzeltmeler tamamlanıp teslimat onaylandıktan sonra ilgili silahın ödemesi platformun güvenli ödeme sistemi üzerinden gerçekleştirilecektir. 5. Başarılı çalışmanın ardından sıradaki silaha geçilecektir. Her silah ayrı bir iş aşaması olarak değerlendirilecektir. Bu sistem hem kalite kontrolü hem de düzenli ve güvenilir bir iş ilişkisi kurulması açısından benim için önemlidir. ### 5. İletişim ve iş disiplini Benim için yalnızca modelleme kalitesi değil, **iletişim, güvenilirlik, zamanında teslimat ve profesyonel çalışma disiplini** de son derece önemlidir. Başvuru yapan kişilerin düzenli iletişim kurabilmesi, ilerleme durumunu bildirmesi ve gerektiğinde alternatif iletişim kanallarına sahip olması beklenmektedir. İletişimin kesilmesi veya günlerce yanıt verilmemesi kabul edilebilir bir çalışma biçimi değildir. ### 6. Teklif verirken belirtmeniz gerekenler Lütfen teklifinizde aşağıdaki bilgileri paylaşın: - Daha önce hazırladığınız gerçekçi silah modellerinden örnekler ve portföy bağlantısı - Substance 3D Painter deneyiminiz - Unity ve mobil oyun optimizasyonu deneyiminiz - **Silah başına fiyat teklifiniz** - Ortalama üretim ve teslim süreniz - Her silah için kaç revizyon sunduğunuz - High Poly, Low Poly, UV, PBR ve kaynak dosyalarının fiyata dahil olup olmadığı - Kullanabileceğiniz iletişim kanalları (platform kurallarının izin verdiği ölçüde) - Düzenli çalışmaya ve uzun vadeli iş birliğine uygunluğunuz ### Sonuç Bu projede önceliğim en düşük fiyat değil; **yüksek kalite, eksiksiz kaynak dosyaları, güvenilir iletişim ve profesyonel iş birliğidir.** İlk silahın başarılı şekilde tamamlanması durumunda, diğer silahlar için de düzenli olarak çalışmaya devam etmeyi planlıyorum. Lütfen yalnızca belirtilen teknik gereksinimleri karşılayabilecek, gerçekçi AAA kalitesinde 3D modelleme konusunda deneyimli ve ciddi şekilde çalışmak isteyen kişiler teklif versin. Teşekkür ederim. Skills: 3D Rendering, 3D Modelling, 3D Animation, Unity 3D, 3D Design, Game Development, 3D Graphic Design, Game Optimization, Substance Painter, 3D Game Art
Fixed budget:
10 - 100 USD
10 minutes ago
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3D Technical Artist: Rigged Horse for WebGL/Three.js (GLTF/GLB)
Applied
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~335 USD
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43 minutes ago |
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3D Technical Artist: Rigged, Anatomically Accurate Animal Model for WebGL / Three.js (GLTF/GLB)
I am looking for an experienced 3D artist/technical modeler to create a clean, anatomically accurate 3D quadruped model (horse) optimised specifically for a real-time in-browser configurator. Key Requirements: - Topology: Clean, optimised low-to-mid poly mesh (game-ready / real-time budget) with non-overlapping UV unwrap. - Detail: High-resolution anatomical sculpt (veins, muscle tone, structure) baked down cleanly into Normal and Ambient Occlusion (AO) maps. - Rigging: Clean skeletal rig/armature targeting key posture controls (head angle, neck arch, leg placement) compatible with browser runtimes. - Delivery Formats: Source Blender/Maya file plus a fully tested, lightweight .GLTF / .GLB export. Please share 1–2 portfolio links showing real-time or game-ready rigged assets (ideally animals or quadrupeds) running in Unity, Unreal, or WebGL/Three.js. Heavy offline film renders or high-poly sculpts without real-time optimisation will not be considered.
Fixed budget:
250 GBP
43 minutes ago
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Replicate of Satsuki and Mei’s house from My Neighbor Totoro in Unity 3D engine, version 6000.3.19
Applied
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$40
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1 hour ago |
3
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Hello. I need to replicate a location of my choice as a synthetic reality using the Unity 3D engine, version 6000.3.19 for my assignment. here are the deliverables;
All assets like 3D models, textures, and sounds have to be created from scratch by you. Scripts and resources from the lecture material are allowed. However, you are NOT allowed to use any external libraries or asset packages that come as starter content with Unity3D or can be downloaded from other external web services. Aspects to replicate can be objects, colours, textures, lighting, and sounds. You are also encouraged to include dynamic and/or interactive elements such as, e.g., pedestrians, day/night cycle, doors, sun position, weather, bird flocks, light switches, doors, etc. To make collaboration easier, each group member could focus on a specific aspect of the scene, e.g., modelling, texturing, and interaction design. Also, keep testing the scene on different hardware, specifically lower-spec. Avoid creating complex geometry that would result in very high polygon counts (Anything between 100000 - 1 Million is “OK”), or put mechanisms in place for optimisation, e.g., LODs. Interaction should be at minimum the ability to move freely within the scene. Additional elements that can be controlled would be good, e.g., doors to open, switches to activate, lighting change, etc. The suggested submission procedure made by my tutor is Remove all unnecessary assets within your project If you have custom 3D models, make sure that they are only either .OBJ or .FBX format. If you have custom textures, make sure that they are only either .JPG or .PNG format. If you have custom sounds/audio, make sure that they are only either .OGG, .WAV, or .MP3 format. Delete temporary folders such as “Library”, “Logs”, “obj”, “User Settings” (the only important folders for a Unity project are “Assets”, “Packages”, and “Project Settings”). Make sure, the project description (DOCX or PDF, but NOT Apple Pages!) is in the main folder of the project (not "Assets", but the folder containing "Assets"). Compress the project folder into a .ZIP file that you can submit via Canvas. Do NOT create/submit a .unitypackage file! If the .ZIP file is larger than around 500MB, Canvas might have issues during the upload process. If it doesn't “get through” repeatedly, upload the file to Dropbox/Google Drive/OneDrive or any other cloud-based storage instead and submit a read/view-only link to Canvas. Please ensure beforehand that the link works without providing any login credentials by pasting it into a private browser session. I want to create a replicate of the Satsuki and Mei’s house from My Neighbor Totoro which already has a real life replica building and the interior and measurements of the house should all be available online.My tutor also said we could use external libraries and asset packages for anything nature, organic elements like trees, plants, leaves and flowers. To be honest I am not expecting a high quality work, should be all beginner level unityhub work. I will insert videos of examples we were given once we start communicating. He put an emphasis on how to texture a 3d image with an image so I don't want the work to be super advance, again just focusing on the basic functions and skills of Unity Hub. Also if it is possible, I would like to receive maybe like 5 process images, just so I can add that into my process portfolio/ reflection (if this is not possible, I am okay with that too). I am also more than happy to discuss the contract amount, I have put in $40 now as this assignment is a pretty simple, fast work but let me know if this is not reasonable! there is also a file we were given for the unityhub assets, package and project setting. it won't let me attach it so I might have to let you log into my canvas (university assignment website) and let you access it that way... but this way you will have access to all the materials and lecture recording to get a better understanding and requirements of this assignment. this can be further discussed.
Fixed budget:
40 USD
1 hour ago
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Realistic Game-Ready 3D Character Creation
Applied
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$250 - $750
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2 hours ago |
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I need a highly realistic human character built from the ground up and packaged so I can import it straight into my project. That means modeling the body, creating believable clothing and accessories, sculpting and texturing the face to photoreal standards, and then rigging everything for both body and facial animation.
Once the rig is in place, I’ll need a core set of movement animations—idle, walk, run, jump, plus a few facial expressions—to prove the rig works in-engine. Clean topology, PBR textures, and well-named skeleton joints are essential so I can drop the character into either Unity or Unreal without extra cleanup. Deliverables I’m expecting: • One fully rigged, skinned FBX (body, face, clothes) • 4K texture maps (Albedo, Normal, Roughness/Metallic) in PNG or TGA • Separate FBXs or an animation file containing the movement and facial animation clips • A brief note on the shader setup you used so I can replicate the look in my engine If you already have a preferred pipeline—Blender, Maya, ZBrush, Substance Painter, or similar—let me know; I’m flexible as long as the final files import cleanly and match the quality bar for modern AAA titles. Skills: 3D Rendering, Animation, Maya, 3D Modelling, 3D Animation, 3D Rigging, 3D Graphic Design, 3D Game Art
Fixed budget:
250 - 750 USD
2 hours ago
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Video Game Developer for PC Games
Applied
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$5 - $30
/ hr
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3 hours ago |
3
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We’re seeking a developer to create a PC game using Unity. The project includes building core gameplay systems, implementing features, and helping shape the overall game experience. You’ll work on a small team and contribute to a polished final product. Experience delivering complete game projects is important, along with strong communication and the ability to collaborate effectively. If you’re passionate about game development and can help turn ideas into a playable experience, we’d love to hear from you.
Hourly rate:
5 - 30 USD
3 hours ago
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Zurfer Arena
Applied
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~6 - 16 USD
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13 hours ago |
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I want a fast-paced Roblox fighting game where the entire point is to drop into an arena and wipe out every other player. No flags to steal, no bases to defend—just pure PvP action until one fighter is left standing.
Here is what I need built from the ground up: a lobby that feeds players into short rounds, an arena map with smart spawn logic, a fluid combat system (melee and ranged weapons, blocking, hit detection, damage balancing), and a clean UI that shows health, remaining lives, and a live leaderboard. Round timers, score tracking, and automatic restarts should all run through server-side scripts to keep things fair. When you hand it over, I’ll look for: • A published test place I can join immediately on my account • All scripts commented so I can tweak values myself • Custom assets (weapons, effects, UI) stored in clearly named folders • Zero exploit or free-model dependencies If you have experience with Roblox Studio, Lua, and optimizing for low-latency melee combat, let’s get this arena ready for players. Skills: Mobile App Development, Game Design, C# Programming, C++ Programming, Unity 3D, Lua, Roblox, Game Optimization
Fixed budget:
600 - 1,500 INR
13 hours ago
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Create 6 Game-Ready 3D Characters for a Mobile Idle RPG
Applied
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not specified | 14 hours ago |
3
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I'm an indie developer creating my first mobile game. I'm looking to create 6 game-ready 3D characters for a mobile idle RPG built in Unity 6 (URP): 2 hero base bodies and 4 enemy body types. Each one must be modeled, UV'd, textured, and rigged on one shared humanoid skeleton. We provide the concept art. You turn it into production models.
The bodies are the foundation for everything after them. Once you deliver, our in-house team makes hundreds of armor and weapon pieces that fit these bodies, and animates every character on the shared skeleton. Good topology, consistent proportions, a clean rig, and correct attachment points matter more here than surface detail. At a glance: • Game: stylized 3D look, side-on three-quarter combat camera, phones as the target (budget Android devices included). • Engine: Unity 6 (6000.x), Universal Render Pipeline, skinned meshes. • Characters: wear modest base undergarments. Armor and weapons go on top later as separate meshes. • One skeleton for all 6 bodies. Animation made once must play on every body. • Your scope ends at a rigged, textured, Unity-tested body with a gear fit test. We handle the animation and the gear library.
Budget:
not specified
14 hours ago
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Rigged, animated draught horse (Clydesdale type) with harness, for a Unity game
Applied
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$1,000
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20 hours ago |
3
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I'm a solo indie developer making a British transport tycoon game in Unity (6000.3, URP), starting in the early steam era. I need an artist who models, rigs and animates animals, for one draught horse that pulls every horse-drawn vehicle in the game: carts, vans, stagecoaches and omnibuses. It's the most-seen model on the roads, so it should look and move right. The full technical spec (names, export settings, mask layout) is attached, with a picture explaining the colour masks.
THE HORSE - One heavy draught horse of the Clydesdale type, about 16.2 hands (1.65 m at the withers), at real scale - The leg feathering as a separate skinned object: shown, a carthorse; hidden, a passable coach horse - Made once: the game draws it one to four times per vehicle (single, a pair, or two pairs as a four-in-hand) THE HARNESS (part of the horse, on the same rig) - Bridle with blinkers, collar and hames, reins; a separate shaft group (cart saddle, belly band, breeching) the game shows or hides - The traces, pole and shafts belong to the vehicles, not the horse - Five named empties on deform bones where the vehicles hitch on (listed in the spec) RIG AND MOVEMENTS - A simple rig: about 30-40 deform bones, no face rig, up to 4 influences per vertex, one armature for everything including all three LODs. Movement by bones only (no shape keys). The game bakes the movements into textures to draw many horses at once - Five looping movements, in place, at 30 fps: Walk, Trot, Stand (2-4 s), Stand_Fidget (4-8 s) and Head_Down (4-8 s) - Walk and trot as on a treadmill, with the same number of strides and the left fore landing on the first frame, so the game can blend them in step. Please state each loop's ground speed (about 6 km/h walking, 14 km/h trotting) - The three standing loops start and end in the same pose - Not needed: canter, gallop, turns, rearing, starts and stops - Hand-keyed, or motion capture you recorded yourself; no AI-generated motion MODEL - Game-ready, 1 unit = 1 m, facing Unity's +Z (-Y in Blender), origin on the ground midway between the hooves; imports at rotation 0 and scale 1 - LOD0 about 3,000 triangles, LOD1 about 1,200, LOD2 about 300, each including the harness and feathering, all in one FBX; no alpha cards at LOD2 TEXTURES (URP Lit, metallic) - Three materials: coat (1024), harness (1024 or less), and alpha-clipped hair cards for the mane, tail, forelock and feathering (256-512) - The game colours the horse, so one model gives many different horses. The coat is painted in a neutral tone, with two RGBA masks: face, leg and belly white as "growth" masks (greyscale, lighter where the white appears first, so the game can choose anything from a star to a bald face, or a coronet to a stocking), plus points, roan, dapples, pink skin and hooves. Each leg painted with its own vertex colour, so the legs can differ. A harness mask for leather and metal. Nothing glows DELIVERABLES - One FBX (meshes, rig, five clips), PNG textures and masks, the source file (Blender preferred), a short video of each loop, and screenshots of your texturing layer stacks (not the project files) PROCESS - A small first milestone: the blockout, a rough rig and a walk loop, which I'll check in the game before anything else - Then your own milestones, with screenshots or video at each stage DONE WHEN - It matches the spec and passes my in-game check: right size, facing and origin; every clip loops cleanly, with no sliding hooves at its stated speed; each LOD within its triangle budget; the masks recolour as described REQUIREMENTS - Experience rigging and animating animals or creatures for games - No generative AI for any part of the model, textures, rig or animation - All work original to you, or licensed for commercial games (please list any third-party parts) - Full copyright transfer on payment, including a waiver of moral rights. You'll be credited in the game - Portfolio: once it's signed off, images or video only, and please don't name or link it to the game until I've announced it IN YOUR PROPOSAL - A video or link of a rigged, animated four-legged animal you made (a walk or trot cycle is ideal) - Which software you use - A fixed price, a rough timeline and how you'd split it into milestones - How many rounds of revisions are included Client's questions:
Fixed budget:
1,000 USD
20 hours ago
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Unity Game Animator for Mobile Fighting Game: Movement & Strikes (Mocap&Videos Provided, Long-Term)
Applied
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$800
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20 hours ago |
3
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We are developing a unity mobile fighting game with full character control and a wide variety of strikes. We are looking for a game animator to build the core animation pack and become our long-term animation partner.
------------------------ What we provide: - A reference video for every animation - A raw mocap file for each animation, recorded from the - same performance as the video, to be used as a base - Additional reference or mocap recording on request: if something is missing or needs to be redone, we will film it with professional boxers - Character rig: [Autorig Blender Plugin] - Full Unity boxer animation pack as a reference ------------------ What we need: - 3 fighting stances (different styles, looping idles) - 3 movement sets in stance (forward, back, sideways and diagonals) - 10 different strikes (punches) - Step-in variants for strikes, designed to blend with the movement set ------------------- Budget: $800 (negotiable by experience) fixed price for the full first pack, split into milestones. Long-term: This is the first pack of many. With good results, further cooperation is guaranteed: more strikes, combos, hit reactions and new characters. We are not sure yet whether strikes can be layered on top of movement (upper-body mask or layered blend) or whether they need full-body animations with step-ins. Before full production we will test this approach together on a small sample (1 stance, 1 movement set, 2 strikes). We need your advice on the best pipeline, and the result will decide how the rest of the pack is built. Client's questions:
Fixed budget:
800 USD
20 hours ago
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Cross-Platform Audio Equalizer Development
Applied
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~9 - 33 USD
|
21 hours ago |
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Hello , i m looking form developing an third party app , an audio equalizer for Windows and Apple
Skills: C# Programming, Objective C, C++ Programming, Unity 3D, WPF, Swift, Audio Processing, Audio Editing, App Development, Audio Engineering
Fixed budget:
8 - 30 EUR
21 hours ago
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Undertale-Style Triple Boss Fangame
Applied
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~2 - 7 USD
/ hr
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21 hours ago |
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I want a playable Undertale-style fangame featuring Virus404, Error404, and Error666 fighting together in a custom, destroyed Judgement Hall.
- **Background:** Cracked floors, broken pillars, floating debris, and spreading digital corruption. - **Intro cutscene:** The player enters the ruined Judgement Hall. The lights flicker, the floor cracks, and the timeline begins glitching. Virus404 emerges from corrupted pixels, Error404's strings descend from the darkness, and Error666 appears through a massive red-black energy distortion. The three surround the player, introduce themselves through dialogue, and trigger a dramatic screen effect before the battle begins. - **Phase 1:** All three attack simultaneously with glitch projectiles, strings, bones, Gaster Blasters, and powerful energy blasts. - **Phase 2:** Each boss gets unique transformed sprites, including **Butterfly 404**, plus new designs and stronger coordinated attacks. - **Phase 2 intro:** A dramatic transformation cutscene with changing sprites, escalating corruption, and the Judgement Hall deteriorating further. - **Death finale:** A cinematic ending when the player defeats the trio. - **Gameplay:** Controllable SOUL, battle box, health system, damage, and restart option. I want a human developer, a downloadable Windows game, and project files if possible. Skills: Graphic Design, Game Design, Animation, After Effects, Game Development, 2D Game Art, Unity
Hourly rate:
2 - 6 EUR
21 hours ago
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Motor Town Renault Captur 2025 Mod
Applied
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~334 - 1,003 USD
|
1 day ago |
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I want to drive a faithful recreation of a real-world pickup truck or SUV inside Motor Town: Behind The Wheel. Your job is to build and package the mod so I can drop it straight into the current game build and start cruising.
Scope • Model the vehicle’s exterior with correct proportions, clean game-ready topology, LODs, and collision meshes. • Create a detailed interior that matches the real cabin—seats, dash, steering wheel, door panels, and trim—so it looks convincing in cockpit view. • Produce optimized PBR textures (albedo, normal, metallic/roughness) that blend naturally with the game’s existing cars. • Export in the format Motor Town’s modding tools accept (FBX + texture set or Unity package) and include any prefab or JSON definition needed for the game to recognise the vehicle. • Ensure wheels, doors, and lights are correctly positioned and parented; no custom dashboard scripting is required. Deliverables 1. Complete vehicle model files with textures and materials. 2. Game-ready package ready to place in the Mods folder. 3. A brief README explaining install steps and any configurable options. Acceptance I’ll consider the mod finished once the truck/SUV spawns in game, is drivable without visual glitches, and the interior detail stands up in first-person view. Preferred tools are Blender, Maya or 3ds Max for modeling and Unity for final packaging, but use whatever pipeline you are most efficient with as long as the end result works flawlessly in Motor Town. If you’ve brought other real-world vehicles into the game before, feel free to mention them when you send the files. Skills: 3D Rendering, 3D Modelling, 3D Animation, Unity 3D, 3D Design, Game Development, Blender, Unity, 3D Graphic Design, 3D Game Art
Fixed budget:
250 - 750 GBP
1 day ago
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3D Animator + Unity Dev for Pre-Rendered Cutscenes in a Mobile Mining Training App
Applied
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$150
|
1 day ago |
3
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I’m building a mobile training app that teaches geology students how to sample ore. It plays like a short animated movie with tappable teaching moments, set at a mine site on Earth with robot characters. This is a paid trial of two scenes. If it goes well, Scenes 3 and 4 follow, and the wider project is planned at 10 levels.
THE APPROACH Each scene is rendered offline as a video clip (in Blender or Unity, your choice) and played inside a simple Unity Android app with subtitles and voice audio. Tappable moments sit on top of the video. There is no real-time 3D on the phone. THE SCENES (draft script attached) Scene 1: a drone-style fly-over of the mine site (about 15 seconds), then a descent and landing near three robot characters. Two voiced lines with subtitles. Scene 2: two geologist robots walk up to three field-assistant robots, so five characters are on screen. It has a 360 degree pan at head height and a pre-start safety meeting with roll call and a conversation of about 30 lines. One robot leaks oil from its arm and rolls its eyes, there are head turns and pointing at barcodes on arms, and two robots walk off. Tappable moments in Scene 2: the player taps to spot the oil leak during the pan, and there is a choice at the fitness-for-work roll call. The wording and outcomes of the choice are still to come. Outcomes will be shown as on-screen text, not extra clips, unless we agree otherwise. SCRIPT NOTES The script is still a draft. The Jaffa colour names (Red, Green and Yellow) will be replaced: the three robots keep their pack colours (blue, orange and white) and are all just called “Jaffa”. I’ll confirm which one leaks before Scene 2. The Scene 2 camera may also change to a first-person view of one geologist. I’ll confirm before you render it. CHARACTER LOOK (from the game plan) -Green G has faded olive green paint and Blue G has faded stripes. Each has a readable white stencilled name. -The field-assistant robots carry a white JAFFA stencil. Please say in your proposal whether the paint variants and stencils can be done on the provided models. PROVIDED (already purchased and licensed) not attached will be given to the selected freelancer -Mine site environment (Blender file plus a Unity package) -Rigged geologist characters -Field-assistant robots in three colours -Voice audio as one file per script line, supplied by me. I’ll confirm when the audio for each scene is ready, and I’ll need you to render only after that. -Initial notes, please verify: the geologist model has a Mixamo-ready FBX, and the field-assistant robots have eight facial expression textures per colour (useful for the eye roll). They are also very high detail (roughly 500,000 vertices each), which should be fine for offline rendering. DELIVERABLES Milestone 1 ($75): a Unity Android app shell that plays a clip with subtitles and audio and supports tappable overlays, plus Scene 1 rendered (1080p landscape, H.264) and playing in it. APK and source files. Milestone 2 ($75): Scene 2 rendered and playing in the app with the tappable moments. APK, tidy Blender and Unity project files and short handoff notes. NOT INCLUDED Scenes 3 and 4, an iOS build (Android first), store publishing, new characters, and voice creation. TERMS -Fixed price of $150 total across the two milestones -Target: Scene 1 within 7 days of starting and Scene 2 within a further 10 days -One round of revisions per milestone -The assets are licensed: use them only for this project, don’t share or reuse them and delete them at the end -All work product is owned by me on payment -All communication goes through me TO APPLY Start your proposal with the word “Jaffa” so I know you’ve read this. Include: -One or two links to rendered 3D character animation -One link to a Unity mobile app -Your render setup (GPU and software) -How you’d approach Scene 1 in 3 to 4 sentences -Confirmation you can meet the price and timeline
Fixed budget:
150 USD
1 day ago
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3D Origami Fox for Brand
Applied
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not specified | 1 day ago |
1
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Low poly origami fox mascot: model, rig and five short animations (glb for Three.js)
We need a small, precise character for a website. The design is finished and attached as a turnaround sheet: a sitting origami fox in white faceted paper with sharp folds. Your job is to build exactly that fox in 3D, rig it, animate five short states and deliver a clean glb for Three.js. STYLE • Match the attached sheet closely: proportions, pointed muzzle, tall ears, curled tail, facet pattern. This is not a generic low poly fox. • Every edge is a crisp fold. No smoothing, no bevels, no subdivision. • Do not model the gold edge lines. We draw those in code from the mesh edges, so the folds must be clean, with no stray or overlapping triangles. TECHNICAL SPEC • Format: glTF 2.0 binary (.glb), single file, under 400 KB • Scale: 1 unit = 1 metre, Y up, fox 1.2 units tall to the ear tips, origin on the floor at the centre of the base, facing +Z • Topology: 1,500 to 3,000 triangles, planar faces, no n gons, no overlapping or zero area faces, hard edges everywhere • Meshes: one skinned object named Fox. Eyes and nose may be separate objects named Eyes and Nose • Materials: exactly three, no textures, no vertex colours HF_Paper: base colour F7F6F2, roughness 0.9 HF_Gold: base colour D4AF37, metallic 1, roughness 0.25 (tail tip only) HF_Ink: base colour 2A2926 (eyes and nose) • Armature bones: root, spine, neck, head, ear.L, ear.R, paw.L, paw.R, tail.1, tail.2, tail.3. Max four influences per vertex, weights normalised • Rest pose: the sitting pose from the sheet. Every clip starts and ends on it • 30 fps, keys baked on export ANIMATION CLIPS (names must match exactly, the site triggers them by name) • idle, 4 s loop: slow breath through the spine, head drifts a few degrees, tail tip sways • welcome, 2.5 s: right paw raises, two crisp waves, slight head tilt, paw returns • ask, 3 s loop: head lowers slightly, ears cock forward, right paw taps once per loop • thinking, 3 s loop: sits back, head tilts up and to one side, ears relax, tail lifts slightly • success, 1.5 s: firm nod down and up, tail sweeps out and back The site turns the head toward the cursor at runtime, on top of the clips. Keep neck and head as separate bones, and allow about 30 degrees of yaw and 20 degrees of pitch without the head clipping the body. DELIVERABLES AND MILESTONES • Milestone 1 (3 working days): model in the sitting pose, untextured, with four renders (front, three quarter, side, back) including one wireframe view. One round of changes. • Milestone 2 (4 working days after sign off): rig, five clips, the .glb and the source .blend with armature and actions intact. ACCEPTANCE (checked before final payment) • Opens in gltf-viewer.donmccurdy.com with no warnings • All five clips listed by name and playable • Triangle count and file size within the limits above • Exactly three materials, named as above • Loads cleanly in our Three.js setup • Source .blend received and opens TERMS Fixed price. Full copyright is assigned to us on final payment. Please do not post the work in your portfolio until we confirm it has launched. TO APPLY Send two examples of low poly or faceted characters you modelled and rigged yourself, ideally with wireframes, and say which 3D software you use. The shortlist may be asked to do a short paid test (head and ears only) before we award.
Budget:
not specified
1 day ago
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Stylized 3D Character Artist Needed | Game-Ready | Unity-Ready
Applied
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$15
|
1 day ago |
5
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I’m looking for an experienced 3D character artist to create stylized, game-ready characters for a Unity-based game.
The characters may include cartoon, chibi, fantasy, or creature designs. Requirements: * Clean topology, UV mapping, and optimized meshes * Low-poly models under 20,000 triangles (15,000 preferred) * 1024/2048 textures * Unity-ready FBX files * Proper rigging and skinning with animation-ready deformation * Unity Humanoid-compatible rigs for humanoid characters * Hand-painted or simple PBR textures * Front, side, and back previews Deliverables: * FBX, BLEND, and OBJ files * Texture files * Rigged, game-ready character model I’m looking for someone who understands mobile game optimization and can potentially work with us on future characters. To apply, please share: * Samples of your previous stylized 3D characters * Your estimated turnaround time * Your fixed-price quote Looking forward to seeing your work.
Fixed budget:
15 USD
1 day ago
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Stylized 3D Character Artist | Game-Ready | Unity Rigged
Applied
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$15
|
1 day ago |
3
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Stylized 3D character modeling for games - cartoon, chibi, fantasy, creatures - built game-ready from day one.
* Clean topology + UV mapping + optimized mesh • Low-poly: under 20,000 triangles (15k preferred), 1024/2048 textures • Unity-ready FBX with Unity Humanoid rig, rigged & skinned, animation-ready deformation • Hand-painted or simple PBR textures, front/side/back previews • Files: FBX, BLEND, OBJ, textures I partner long-term with indie studios and mobile game teams needing consistent stylized characters that run at 60 FPS on mobile.
Fixed budget:
15 USD
1 day ago
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Data Engineer - Lead (Contract)
Applied
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$20 - $32
/ hr
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1 day ago |
1
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We’re looking for a hands-on Lead Data Engineer to own and build the data architecture for an AI-driven product platform deployed across customer cloud environments.
This is an architect-who-still-ships role — you’ll design scalable data platforms, set engineering standards, review code, mentor engineers, and work hands-on with complex data and AI workloads. What We’re Looking For • 10+ years of experience in production data engineering • 3+ years in Lead/Staff/Principal-level ownership • Expert in Databricks, Delta Lake, Unity Catalog & Medallion Architecture • Strong PySpark, Spark SQL, Python & SQL • Expertise in Kimball dimensional modelling & dbt • Working experience with Snowflake & Data Vault 2.0 • Experience across Azure & AWS • Hands-on experience with LLM/RAG pipelines, embeddings & vector search • Strong understanding of data governance, security, observability & cost optimization • Experience with Kubernetes, Terraform/Bicep & CI/CD Experience in regulated/compliance-heavy environments is a plus
Hourly rate:
20 - 32 USD
1 day ago
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Soulful Hindi Trust Quotes
Applied
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~8 - 13 USD
/ hr
|
1 day ago |
-
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I want to fill my social-media feeds with heartfelt Hindi lines that make people pause, feel, and believe in each other. The focus is on short quotes and captions—no long articles, no generic memes—just powerful, “dil ko chhoo lene wala” words that speak of trust, faith, and unity.
Here’s what I need from you: • 15 original Hindi quotes or one-liners (each under 120 characters so they fit neatly on Instagram/Twitter). • A matching caption or hashtag suggestion for every quote. • Tone must stay warm, sincere, and uplifting—people should feel an instant urge to share. • Deliver everything in a simple text or Google Doc so I can copy-paste straight into my post scheduler. If you can weave everyday vocabulary with a poetic touch and keep it free of clichés, let’s get started. Skills: Copywriting, Audio Services, Music, Unity 3D, Audio Production
Hourly rate:
750 - 1250 INR
1 day ago
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Taste the map
Applied
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not specified | 1 day ago |
1
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The game I have in mind is a mobile cooking and travel adventure game called “Taste the Map.”
The player controls a Black female chef with curly bob hair who travels around the world and learns to prepare dishes from different countries. The core gameplay would be: Choose a country → choose a dish → prepare ingredients → cook through interactive mini-games → plate the food → serve customers → earn stars/coins → upgrade the restaurant → unlock the next country. I want the game to have a colorful, polished style similar to the visual concept I sent. For the initial version, I would like to start with 5 countries and approximately 15 dishes: 🇭🇹 Haiti — Griot, Diri Kole, Soup Joumou 🇯🇵 Japan — Sushi, Ramen, Chicken Katsu 🇮🇹 Italy — Pizza, Pasta, Tiramisu 🇲🇽 Mexico — Tacos, Enchiladas, Churros 🇫🇷 France — Crêpes, Croissants, Ratatouille I want a world map where players unlock countries as they progress. The cooking should involve interactive actions such as chopping, mixing, seasoning, cooking, plating and serving customers rather than simply pressing a “cook” button. Players should earn stars and coins and be able to upgrade their restaurant and eventually customize their character. The long-term concept is much larger. I want the game to eventually expand into regional editions such as Taste the Map: Caribbean, Africa, Europe, Asia, North America and South America, with additional countries and recipes added through updates. I want to start with the Caribbean version first I am also developing Taste the Map as a larger food brand that could eventually include spices, cookware, cookbooks and cooking videos, so I want the game branding and architecture to allow for future expansion. Could you please tell me what would be included in your $5,000–$8,000 custom-game package for a project like this? Specifically, I would like to know: 1. How many countries/levels would be included? 2. How many cooking mechanics? 3. Would you create the character and animations? 4. Would the world map be included? 5. Would restaurant upgrades be included? 6. Would iOS and Android both be included? 7. Would advertisements and in-app purchases be included? 8. Would you handle App Store and Google Play submission? 9. Would I receive the complete source code? 10. Would I retain ownership of the game and intellectual property? 11. How long would development take? 12. Can the project be divided into milestones? I would also like to know whether you have previously developed cooking, restaurant, simulation or time-management games. I can provide the complete game concept document and additional visual references.
Budget:
not specified
1 day ago
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Unity Game Web3 Integration Needed
Applied
|
$15 - $25
/ hr
|
1 day ago |
-
|
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I’m expanding an existing Unity game onto Ethereum and need someone who has already shipped Web3 features inside a live title. The immediate goals are threefold:
1. let players connect their crypto wallet and sign in from within the Unity client (MetaMask, WalletConnect or a comparable flow), 2. mint and manage NFTs that represent characters, skins, weapons and other upgradable items, and 3. distribute an in-game ERC-20 style reward token that can be earned through play. Everything must run on Ethereum mainnet first, though I’m open to later side-chain or L2 optimisations once the core loop is solid. Trading of the minted NFTs between players will happen in-game, so a secure marketplace layer inside the client is part of the brief. I will supply current game source, art assets and basic tokenomics documentation; you bring proven Unity (or React if you prefer building an external marketplace dashboard) plus solid Web3 experience—signing, gas estimation, contract deployment and basic security auditing. Please share links to past Unity or Web3 projects that demonstrate those specific skills along with a short outline of how you would structure the wallet login, NFT contract (ERC-721 or ERC-1155) and reward token flow. Deliverables • Ethereum-ready smart contracts with comments • Unity integration scripts/plugins for wallet, NFT minting & token rewards • Simple in-game NFT marketplace prototype • Build instructions and a recorded walkthrough confirming everything works end-to-end Acceptance is based on compiling the game, connecting a wallet, minting an item, earning the reward token and successfully listing/selling the NFT—all on an Ethereum testnet. Skills: Mobile App Development, iPhone, C# Programming, Unity 3D, Blockchain, Ethereum, Smart Contracts, Unity
Hourly rate:
15 - 25 USD
1 day ago
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Unity/Unreal XR Developer for Advanced Spatial 3D Prototype
Applied
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$2,500
|
1 day ago |
3
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We are a U.S.-based visual technology startup seeking an experienced Unity and/or Unreal Engine developer to help build an early-stage advanced 3D display prototype.
This is a confidential R&D project focused on creating compelling real-time 3D experiences for emerging display technologies. The initial engagement is a defined prototype phase with the potential for additional work if the prototype is successful. WHAT WE NEED We are looking for a developer who can: • Recommend Unity or Unreal Engine for the prototype and explain the technical reasoning. • Integrate a selected advanced/spatial 3D display SDK. • Build a modular real-time 3D application architecture that is not permanently tied to a single display manufacturer. • Develop prototype experiences across approximately five categories, including sports, automotive, product/retail visualization, architecture/building visualization, and an interactive real-time 3D experience. • Implement a clean prototype interface for launching and navigating experiences. • Optimize rendering performance and document FPS, frame time, CPU/GPU utilization, and other relevant performance metrics. • Maintain clean, organized source code in a private project repository controlled by the client. • Provide complete setup, build, dependency, licensing, and handoff documentation. IDEAL EXPERIENCE Strong candidates should have professional experience with several of the following: • Unity and/or Unreal Engine • C# and/or C++ • Real-time 3D rendering • XR, stereoscopic, multiview, light-field, or spatial display development • OpenXR or related XR technologies • GPU/shader programming and performance optimization • Hardware manufacturer SDK integration • Interactive 3D application development Experience with computer vision, depth processing, custom rendering pipelines, or nontraditional display hardware is a strong plus. PROJECT STRUCTURE • Fixed-price initial prototype project • Budget: approximately $2,500 • Milestone-based payments • Estimated duration: 1–3 months • Remote / worldwide • Potential for additional development phases based on performance and prototype results CONFIDENTIALITY & IP This is an early-stage R&D initiative. Detailed product information, technical architecture, roadmap, branding, and other proprietary materials will only be shared with shortlisted candidates when appropriate. The selected developer must be comfortable working under confidentiality and intellectual-property terms and using a client-controlled private repository. Please do not apply if you require permission to publicly display confidential project work in your portfolio, social media, demo reel, or other public channels. WHEN APPLYING Please briefly address the following: 1. Describe your strongest project involving non-standard real-time 3D, XR, stereoscopic, multiview, light-field, or advanced rendering. What did you personally build? 2. Have you integrated a specialized hardware manufacturer's SDK into Unity or Unreal? Please describe the hardware and your role. 3. Which engine would you initially recommend for this type of prototype—Unity or Unreal—and why? 4. How would you architect the application so the core system is not permanently tied to one display manufacturer's SDK? 5. What would you aim to accomplish during your first 10 paid development hours? Please include links or references to relevant technical work when possible. We are more interested in demonstrated real-time 3D engineering ability than general 3D artwork.
Fixed budget:
2,500 USD
1 day ago
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Unity Developer for Golf Game
Applied
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$250 - $750
|
1 day ago |
-
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Data-W is hiring a Unity Developer and a Three.js 3D Artist to build our original golf game from prototype to launch.
Data-W is a full-stack product and technology studio headquartered in New York, with a delivery team in Manila and 15+ people across six cities and three continents. We build custom software, mobile apps, MVPs, marketplace platforms and AI-enabled systems for B2B clients, and we're now investing in our own golf game.Type: Full-time or long-term contract · RemoteYou'll own the core gameplay build in Unity: the swing, the ball, the course and everything that makes a shot feel right. You'll work closely with our 3D artist, our backend team and the game designer to turn a playable prototype into a polished, shippable game.What you'll do • Build and tune golf mechanics: swing input, shot power and accuracy, ball physics, wind, spin, lie and terrain response • Implement course systems: holes, hazards (water, out of bounds, bunkers), pin placement and proximity-to-pin scoring • Build the practice range mode with interactive targets (balloons, rings, chests) that award points and rewards • Integrate gameplay with backend services for scoring, matches, player inventory and in-game currency • Build UI for shot feedback, scoring, loot box opening and cosmetic equipment • Import, optimize and integrate 3D assets, materials, lighting and VFX from the art team • Profile and optimize for target platforms (mobile and/or WebGL), keeping frame rate and load times tight • Write clean, testable C# and take part in code reviews, playtests and sprint planningWhat we're looking for • 3+ years of professional Unity development with C# • At least one shipped game or a strong playable portfolio • Solid grasp of Unity physics, Rigidbody behavior and custom physics where the built-in solver falls short • Experience with mobile or WebGL builds and performance optimization • Experience integrating REST or WebSocket APIs with a game client • Comfortable with Git and working in a distributed, cross-time-zone teamNice to have • React Three Fiber or WebGL shader (GLSL) experience • Character modeling, rigging and animation • Unity experience, especially URP • Experience designing cosmetic or collectible items for games • Concept art or illustration skills Skills: Mobile App Development, iPhone, Game Design, C# Programming, 3D Modelling, Unity 3D, Game Development, Unity
Fixed budget:
250 - 750 USD
1 day ago
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3D Environment Artist
Applied
|
$5 - $15
/ hr
|
1 day ago |
5
|
||
|
We’re looking for a 3D environment artist to design and build detailed, game-ready environments and course layouts. You’ll take a client brief, such as a stadium, a city skyline, a branded venue, or a fantasy setting, and turn it into a polished 3D scene that looks great on camera and works inside a physics simulation.
What you’ll do Model, texture, and light 3D environments from briefs, references, and brand guidelines Design course and track layouts with clean, physics-friendly geometry (accurate collisions, smooth surfaces, no gaps) Build modular pieces we can reuse and rearrange across projects Optimize scenes for real-time performance without losing visual quality Work with our Unity and engine developers to get assets integrated and running Iterate quickly on client feedback, often on tight production timelines What we’re looking for 3+ years of 3D environment or level art experience (games, film, or real-time) Strong skills in Blender, Maya, or 3ds Max Experience with Unity and/or Unreal Engine 5 Solid texturing ability (Substance Painter / Designer or similar) Understanding of collision meshes, topology, and real-time optimization A portfolio showing finished environments, not just individual props Clear communication and reliable delivery against deadlines Nice to have Houdini or procedural modeling experience Experience recreating real-world locations or branded spaces Background in racing games, sports games, or physics-driven content Cinematic camera work and lighting for rendered video
Hourly rate:
5 - 15 USD
1 day ago
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Game scrypt
Applied
|
not specified | 1 day ago |
1
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It’s a game where you have to walk around and click on various spots—for example, chopping wood and then turning it in—at which point a green bar appears that you need to click on; you then repeat this process over and over.
Budget:
not specified
1 day ago
|
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|
Blender 3D Artist for Game Asset Packs
Applied
|
$18 - $35
/ hr
|
1 day ago |
1
|
||
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Monster Mash Studios is seeking an affordable, reliable Blender 3D artist to create original, game-ready asset packs for resale on platforms like Fab, CGTrader, Unity Asset Store, and itch.io. The first project includes 15–20 unique 3D models, such as wooden crates, reinforced crates, storage boxes, and damaged props. Deliverables should include high-quality, low-to-mid-poly models with clean topology, UV mapping, textures, correct scaling, and organised files in Blender, FBX, and texture formats. Assets must be original, compatible with Unreal Engine 5.8, and include full ownership and unrestricted commercial resale rights. Please share your portfolio, price for 15–20 models, delivery timeframe, and confirmation of ownership and resale rights.
Hourly rate:
18 - 35 USD
1 day ago
|
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Interactive City Map Creation
Applied
|
$25 - $50
/ hr
|
1 day ago |
-
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Authentic landmark locations of San Jose California built into the environment of an already made game.
Skills: Game Design, 3D Rendering, 3D Modelling, 3D Animation, Game Development, Unity, 3D Graphic Design, Game Asset Creation
Hourly rate:
25 - 50 USD
1 day ago
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Cartoon Gibberish Voice Pack Needed
Applied
|
$15 - $50
|
2 days ago |
-
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**Title: Looking for an Affordable Voice Artist – Cartoon Gibberish Sounds for a Video Game**
Hello! I'm an independent game developer working on a restaurant game inspired by Good Pizza, Great Pizza. I'm looking for a creative and affordable voice artist who can help me create a small custom pack of cartoon gibberish voices for my game. **I need 16 short, high-quality voice sounds:** - **Male:** 2 normal talking sounds, 1 happy, 1 angry - **Female:** 2 normal talking sounds, 1 happy, 1 angry - **Elderly:** 2 normal talking sounds, 1 happy, 1 angry - **Child:** 2 normal talking sounds, 1 happy, 1 angry The voices should sound natural, cute, and expressive, like characters mumbling or speaking an imaginary language. No understandable words, robotic sounds, or simple beeps. The sounds will be used in Unity while dialogue text appears letter by letter, including customer orders, hints, and feedback. I'm looking for someone who can create these sounds at a **reasonable, budget-friendly price**, as this is a small indie game project. **What I'm looking for:** - 16 separate, clean WAV audio files - Good audio quality with no background noise - Commercial usage rights for my game - A relatively quick delivery time I can provide a short reference video from Good Pizza, Great Pizza to demonstrate the style I'm looking for. **If you're interested, please send me your price offer, estimated delivery time, and any examples of similar work.** I'm happy to discuss the details and look forward to receiving your offers. Thank you! Skills: Audio Services, Animation, Music, Voice Talent, Sound Design, Voice Artist, Unity, Voice Acting
Fixed budget:
15 - 50 USD
2 days ago
|
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Virtual Reality Simulation
Applied
|
$1,200
|
2 days ago |
1
|
||
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Title: Developer Needed for a Customisable Mortuary Science VR Training Simulation
Maw Technologies, in collaboration with Tonganyika Trust, is seeking an experienced VR developer to build an immersive, interactive Mortuary Science training simulation for vocational education and professional training. The application should provide realistic, curriculum-aligned practical training through interactive 3D environments, guided procedures, assessments, and performance feedback. Key modules will cover mortuary health and safety, body handling, anatomy, embalming principles, preservation and refrigeration, infection prevention, mortuary equipment, hygiene, documentation, professional ethics, and funeral preparation. Key Requirements: - Develop realistic, interactive 3D mortuary environments and practical training scenarios. - Support Meta Quest 3S and Quest 3 VR headsets. - Include assessments, scoring, learner progress tracking, and instructor reporting. - Support offline use where internet connectivity is limited. - Build a customisable, white-label interface allowing each client to add their logo, organisation name, brand colours, and other details. - Develop an annual licensing and subscription system with activation, renewals, licence expiry management, and configurable access to modules and features. - Include an administrative portal for managing clients, licences, branding, and training content. - Design the solution for global commercial distribution to funeral homes, mortuaries, training institutions, hospitals, and government organisations. The application must be scalable, professional, easy to use, and designed for future expansion into additional modules and languages. Ideal Candidate: Proven experience in VR development, Unity or Unreal Engine, 3D modelling, interactive simulations, Meta Quest deployment, and software licensing or SaaS platforms. Please submit examples of relevant projects, your proposed technical approach, estimated development timeline, and a breakdown of costs for the VR application, licensing system, and optional features. Important: The successful developer must agree on source code ownership, intellectual property rights, and commercial distribution arrangements with Maw Technologies before development begins. To confirm you have read the full description, please begin your proposal with “Mortuary VR.”
Fixed budget:
1,200 USD
2 days ago
|
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|
Dissipl, a digital solution
Applied
|
not specified | 2 days ago |
1
|
||
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need a developer for my website , to manage it, to develop tools and an application
Budget:
not specified
2 days ago
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|||||
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Game Development
Applied
|
$5 - $10
/ hr
|
2 days ago |
5
|
||
|
Working on a video game. Need someone to play it and see if he/she can detect any errors w/ game play that needs adjusting. Any adjustments should come with screenshots of what exactly is wrong.
Hourly rate:
5 - 10 USD
2 days ago
|
|||||
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Cross-Platform Crypto 8-Ball Pool
Applied
|
$250 - $750
|
2 days ago |
-
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||
|
I need an experienced game developer or studio to create a brand-new 8-ball pool title with authentic physics and a smooth, competitive feel. From day one the game must work on Android, iPhone, and in a modern web browser, sharing a single player base and matchmaking pool.
Core play is real-time 1-vs-1. Players are matched automatically or can send private challenges. In regions where regulations permit, they’ll be able to stake USDT or other supported crypto; everywhere else the same matchmaking flow will run in practice-mode only. A secure wallet connection, escrow flow, and automated payout to the winner are therefore essential, together with anti-cheat, shot-validation, and a tamper-proof result service. Accounts will be created with a simple email-and-password flow. Once inside, every user should see personal stats, ranking, match history, and global leaderboards, while I can manage them all from an admin dashboard that also handles fees, disputes, and live configuration. Deliverables • Full source code and assets for the client (Android, iOS, WebGL/HTML5) and authoritative server • Wallet integration and escrow smart-contract or custodial solution wired to gameplay events • Matchmaking, ELO-style ranking system, leaderboards, and persistent match history • Admin panel with user, match, dispute, and fee management • Documentation and a staging environment for testing The project is considered complete when I can install the apps, open a browser, play a match against another live tester, see the stake flow succeed in an allowed country, and review the outcome in the dashboard without errors. Skills: Mobile App Development, iPhone, Android, Game Design, Game Development, Blockchain, Web Development, Unity, Cryptocurrency, Game Physics
Fixed budget:
250 - 750 USD
2 days ago
|
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