- Engagement
- Freelance / Contract / Milestone-based (open and flexible depending on the candidate)
- Scope
- Starting with the vertical slice / demo, with a path to full-game production
- Location
- Remote (with India / IST timezone overlap)
- Level
- Mid to Senior (able to own modular environment asset creation)
Role Overview
We are looking for a 3D Environment Artist to create modular 3D architecture, ruins, natural assets, and props for Project Trinity. The game is viewed from a top-down 30-45° perspective camera and follows a stylized, painterly / hand-painted art direction set in 4th-century Ancient India (Veetbharat). The references for the intended art style will be shared. 4th-century India was dominated by the Gupta Empire, in its golden days, with lots of colour, strong sunlight, etc.
This role focuses on delivering clean, game-ready 3D assets and textures; scene assembly and engine hookup are handled in-house.
What You Will Do
- Modular Architecture & Ruins: Model, sculpt, and texture modular environment kits grounded in 4th-century Indian architecture across Buddhist, Jain, and Hindu traditions - including ancient forest ruins, islands, palace approach roads, fortified courtyards, and hidden underground shrine quarters.
- Foliage, Terrain & Natural Elements: Create stylized trees, canopy foliage, rocks, cliffs, and water/lava edges that frame play spaces clearly from a top-down camera angle.
- Interactive & Puzzle Props: Build distinct, readable 3D props for gameplay and co-op puzzles - shrines, rope mechanisms, courtyard gates, secret passages, fire conduits, chests, and destructibles.
- Stylized Texturing: Author painterly / hand-painted textures and trim sheets that hold up at our top-down camera distance and keep ground planes uncluttered during combat.
- Work with LODs: Author up to 4 LOD levels for the assets, ready to be used by Unity for optimised integration.
What We Are Looking For
- A strong portfolio of stylized / hand-painted 3D environments and props (Blender, ZBrush, Substance Painter/Designer, 3DCoat, or equivalent).
- Some knowledge of Photoshop or similar software will greatly help.
- Ability to translate 2D concepts and historical 4th-century Indian architectural references into modular, reusable 3D pieces.
- Understanding of top-down readability: clean silhouettes, clear separation between walkable ground and walls/obstacles, and sensible polycounts and UV/texel density.
- Reliable delivery of clean meshes, pivots, naming conventions, and texture maps ready to drop into Unity.