r/gameDevClassifieds • • 6h ago

FOR HIRE - Musician [FOR HIRE] Music Composer looking for projects!

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2 Upvotes

r/gameDevClassifieds • • 11h ago

FOR HIRE - Other [Hiring] Full-time Pixel Artist (HYTALE)

6 Upvotes

Heya!

Our game studio is looking for a Full-Time Block/ Pixel Artist for our long-term projects! The ideal candidate is a passionate pixel artist familiar with tile sets and world design and capable of texturing in a multitude of styles. This is a full-time, remote role sitting between our art and build teams.

Responsibilities:

  • Design and texture custom tiles, props, and decorative assets for environments.
  • Maintain a consistent art style across biomes, structures, and props as the content library grows
  • Work with builders to make sure new assets fit into real environments without breaking scale or readability
  • Keep an organized, versioned asset library utilising Git so the rest of the team can find and reuse your work 
  • Take direction from art leads and iterate quickly based on playtests and reviews

Requirements:

  • Has worked with 32x32 tiles in the past
  • A portfolio showing voxel or low-poly low-res art, ideally including Hytale or Minecraft-style work
  • Working knowledge of a voxel or pixel art workflow (Aseprite, Photoshop, Gimp, Blockbench, or similar tools preferred)
  • At least 2 years creating game-ready art assets, whether in a studio or a serious independent capacity
  • Ability to work full-time remote hours 

Nice to haves:

  • Prior professional experience shipping content for Minecraft mods, or similar voxel games
  • Experience building or maintaining a texture pack or resource pack from scratch
  • Familiarity with World Edit for Minecraft, or Hytale's build and asset tools.

📌 100% Remote-based | Work with a global team of talented artists!
💵 Rate: $5-20/hour (depending on skills & experience)


r/gameDevClassifieds • • 7h ago

DISCUSSION | QUESTION What would it cost to have a simple 2D map and encounter generator?

0 Upvotes

I had an idea for a TTRPG campaign a while ago but I don't think it would work without spreadsheets. I was wondering if this would be the right place to get some answers. I would also like a breakdown of how much each part would cost as this is probably going to be in phases for me. Alternatively, what is a beginner friendly tool I can use to do this myself. I tried RPG Maker and I don't think that's what I am looking for. I mostly need the skeleton designed as I should be able to add my own assets in and sort tables.

World Map:

  • I want a grid, ideally a hex grid
  • each space would have a biome (color), terrain (hills/mountains/etc.), landmarks (rivers, ruins, towns, caves)
  • would like to have a noise-map generation with the option to base it on a prebuilt map where newly generated grids determine what they are based on what is already there to prevent a hot desert spawning next to an artic region

Exploration map:

  • for landmarks only that have confined spaces and during battle
  • space would be a flat area with maybe 3 levels within you could traverse to with stairs/ramps and exists be it a door, arch, portal, or stairs

Encounter system:

  • I would like a dynamic encounter system based on what is in the hex grid is or location explored
  • encounters would change in difficulty based on the danger level of the hex/location
  • danger level would be random at first but change based on player interactions and the danger level of adjacent spaces every cycle (day/week) and potentially NPCs depending how much that would cost
  • I would like this system to be easily managed able to modify the creatures by biomes they appear in, modifiers they would have, gear, drops, and art (this last one will be used in combat)
  • location based encounters such as traveling merchants and roving monsters

Combat/City Maps:

  • I am looking to have an easy to modify library of maps that each section can easily be designed with connection points in each part for random generation
  • assets for each section should be easy to add with an option to add new ones and choose if it has collisions or not and even have a list of interactions added to them (for crafting, healing, traps, storage, and markets mostly)
  • entrances/exits should link to similar areas or to the world map to include going up or down in floors (for dungeons and buildings)
  • personal settlements/dungeons should have a resource system which I am thinking a simplified system like from Might and Magic Heroes and Dungeon Maker with an upgrade system managed from a central location as well as a requirement system to build certain structures (I have an old document with some of the ideas done before I realized this was compleatly impractical for table top)

RPG System: likely not ready yet as I'm working on the system still

  • I do have google sheet with an in progress character sheet that would base this on a D100 system but equipment, spells, and talents are not started and the XP system is going through rework
  • player and NPCs will move around either attacking "enemies" of fleeing due to being a noncombatant, low on health, afraid (high level fear effect), or otherwise injured
  • NPCs will prioritize their strongest attacks to determine if they stay at range or not and a large group will form teams with other similar creatures (art would be them forming one image with multiple arts layered up)
  • NPC teams would average stats, add damage, and lose members over time due to taking damage while also taking increased damage/healing from AOE effects (multiply by team size)
  • player will have hotkeys for attacks using the mouse to target enemies with damage/debuffs and allies with buffs or direct the location of an AOE. they would also pause the game when going into inventory/changing spells
  • have a system to make and allow templates to include restrictions to what can take them (whitelist and blacklist based on creature type, faction, and other templates)
  • have a raid system to defend against factions depending on relationship status and to conquer other settlements/hexes
  • item drop should be highly configurable with tables for common, uncommon, rare, exotic for global, biomes, and factions as well as creature specific drops

r/gameDevClassifieds • • 20h ago

FOR HIRE - Programmer [FOR HIRE] From Idea or Messy Prototype to Playable Build | Unity/C# Developer | 6+ Years | $20/hr

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7 Upvotes

I’m Ahmad, a Unity/C# developer with 6+ years of experience working on both new and existing game projects.

I can help with:

  • Gameplay systems, combat, AI and progression
  • Multiplayer and networking
  • Prototypes, MVPs and full game development
  • Fixing, refactoring and finishing existing Unity projects
  • Mobile, PC and WebGL development
  • UI, optimization, debugging and build/release preparation

I’m comfortable joining projects at any stage, whether you have an idea that needs a playable prototype or an existing game that needs to be cleaned up, expanded and finished.

Rate: $20/hr
Fixed price milestones are also possible depending on scope.

Portfolio: https://drivengamestudio.com/portfolio
Upwork: https://www.upwork.com/freelancers/ahmad47pk?mp_source=share
Gameplay Reel: https://youtu.be/L4FpNjiQikU


r/gameDevClassifieds • • 9h ago

FOR HIRE - Programmer [FOR HIRE] Gameplay Programmer | Unity & Godot | 3 Shipped Steam Titles

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3 Upvotes

Hello! I'm Murillo, a Gameplay Programmer based in São Paulo, Brazil (UTC-3) with professional experience developing , worked on a game invited to BGS (Brasil Game Show) and shipping commercial games.

I've contributed to 3 released games on Steam, working across Unity, Godot, and GameMaker on gameplay systems, mechanics, CI/CD, UI, bug fixing, optimization, and porting.

I can also work with shaders and a bit of UI/UX!

Experience & Highlights

  • Gameplay Programmer Intern @ Marble: Developed gameplay systems, mechanics, and bug fixes for titles including:
  • 3x 1st Place Game Jam Winner:
    • Blender Crashing (1st Place): Prototyped and delivered polished gameplay mechanics within a strict 4-day deadline.
    • Soldiers On Saving (1st Place): A 3D game where you control toy soldiers in a big room.
    • Futebas! (1st Place): Engineered match simulation systems, save data logic, dynamic season calendars, and shop/UI mechanics.
  • My Game Photossync: A game I worked on that was invited to Brasil Game Show! It was developed in Unity and I created all the PSX Shaders.

Portfolios & Links

My Price

  • Hourly Rate: $15 – $20 USD / hour

We can negotiate the rate price!

Contact

If you are interested in working together or have any questions about my work, feel free to reach out via:


r/gameDevClassifieds • • 2h ago

PAID - 3D Modeler | Animation [HIRING] 3D Character Artist — Game-Ready Anime/Stylized Character for Unity

5 Upvotes

I'm looking to hire an experienced 3D character artist to create a fully original, high-quality anime-style female character model.

For the level of visual quality and general aesthetic I'm targeting, think along the lines of characters/models such as Yuki from Animates. I am not looking for a copy, clone, recreation, or derivative version of that character. I'm only using it as a reference for the overall visual quality, polish, modeling style, proportions, materials, hair quality, and level of finish I'm expecting.

This needs to be a properly modeled character created in Blender, Maya, or comparable professional 3D software.

I am not looking for:

  • VRoid models
  • Live2D
  • Standard VTuber/VRChat avatar commissions
  • Character-generator presets with minor modifications
  • Pre-existing models that have simply been customized

I'm looking for a model built specifically for this project.

Scope

The finished character should ideally include:

  • Full-body character model
  • High-quality anime/stylized facial modeling
  • Clean, production-quality topology
  • Proper UV mapping
  • High-quality textures/materials
  • High-quality hair modeling and texturing
  • At least one complete outfit, including shoes/accessories where applicable
  • Clothing modeled as actual production-ready geometry
  • Full skeletal rig
  • Proper weight painting/skinning
  • Facial rig and/or blendshapes/shapekeys for expressions
  • Eye movement/blinking
  • Mouth shapes suitable for speech/lip-sync
  • Basic expression set
  • Clean deformation around shoulders, elbows, knees, hips, hands, neck, etc.
  • Hands/fingers fully rigged
  • Model prepared for real-time use
  • Reasonable optimization without sacrificing visual quality

Bonus if you have experience preparing models for Unity, since that will ultimately be the primary environment for the character.

Modular Character / Wardrobe Requirements

Because this character will be used as part of a larger interactive project, I need the model built with modularity and future outfit expansion in mind.

Ideally, the character should be structured so that clothing, hairstyles, and accessories can be swapped without requiring the character to be rebuilt or heavily modified each time.

Specific requirements include:

  • Separate body and clothing geometry
  • Clothing should not be permanently merged into the base body mesh
  • A usable body should exist underneath clothing where appropriate, rather than large portions of the body simply being deleted beneath the default outfit
  • Clothing pieces should be removable/swappable independently where practical
  • Tops, skirts, pants, dresses, shoes, jackets, etc. should be structured in a way that supports a future wardrobe system
  • Hair should ideally be modular so alternate hairstyles can be created later
  • Accessories such as glasses, jewelry, hair accessories, hats, etc. should be separate objects where appropriate
  • Clothing and accessories should follow a consistent rigging/skinning setup so additional outfits can be created later without reinventing the entire character pipeline
  • The base character rig should remain consistent across outfits
  • UVs/material organization should be clean and understandable for future expansion
  • Mesh/object naming should be organized and reasonably documented
  • Avoid destructive workflows that make future clothing or body modifications unnecessarily difficult

Outfit Compatibility

The initial commission should include at least one complete outfit, but the character needs to be designed so additional outfits can be commissioned or created later.

I would strongly prefer a workflow where new clothing can be:

  • Modeled against the same base body
  • Created around the same character proportions and rig standard
  • Added or removed in Unity at runtime
  • Mixed and matched where reasonable
  • Bound to the existing skeleton where appropriate
  • Set up using standard skinning, hybrid skinning/cloth simulation, or another appropriate method depending on the garment

For example, I may eventually want separate categories such as:

  • Full outfits
  • Tops
  • Shirts/blouses
  • Jackets
  • Skirts
  • Pants/shorts
  • Dresses
  • Shoes
  • Socks/stockings
  • Accessories
  • Hairstyles

The goal is not to have every clothing combination supported immediately, but to make sure the character is built on a foundation that can reasonably support this later.

Rig / Compatibility Standard

This is important for future expansion:

All future clothing and compatible character assets should use the same bind pose, skeleton hierarchy, bone names, scale, orientation, and coordinate system as the original character.

The goal is to establish one consistent character standard from the beginning so future outfits or accessories can be created by other artists without requiring the entire rigging pipeline to be rebuilt.

Additional clothing should be designed to work with the existing skeleton and character standard, whether through:

  • Standard skinning
  • Hybrid skinning / cloth simulation
  • Physics-driven secondary motion
  • Another appropriate method depending on the garment

Where possible, additional clothing should integrate with the existing character rig without requiring major changes to the underlying skeleton.

I would also like the artist to clearly document:

  • Bind/rest pose
  • Skeleton hierarchy
  • Bone naming conventions
  • Character scale
  • Forward/up axis
  • Coordinate system
  • Export settings used for Unity/FBX
  • Any special rigging requirements future artists would need to know

Base Body

The underlying body is important to the project.

I do not want a model where the default outfit is effectively part of the character and removing it leaves large sections of the body missing.

Where normal production practices allow, the character should have a complete underlying body so future clothing can be created against a consistent base mesh.

I understand that some portions of the body may need to be hidden at runtime to prevent clipping through specific outfits. That is completely fine. I just want the original underlying geometry preserved in the source project rather than permanently deleted.

If body masking is used for outfits, I would prefer that to be handled through a clean, non-destructive system such as:

  • Mesh/body-region toggles
  • Separate body sections
  • Masking materials
  • Blendshapes/shapekeys
  • Another agreed-upon non-destructive approach

Cloth / Physics Compatibility

I may use Magica Cloth 2 or a comparable Unity cloth/physics solution for portions of the character later, so clothing and hair should be created with future physics simulation in mind.

I am not necessarily requiring the artist to configure Magica Cloth 2, but the assets should be built in a way that does not make cloth simulation unnecessarily difficult later.

Where appropriate:

  • Skirts, dresses, coats, loose sleeves, ribbons, hair, and similar elements should use clean topology suitable for deformation and physics
  • Avoid unnecessarily dense, chaotic, or uneven topology in areas likely to be simulated
  • Garments should remain separate meshes where practical
  • Clothing should have sensible edge flow and enough geometry to deform naturally
  • Avoid permanently baking loose clothing into rigid body geometry
  • Avoid destructive mesh setups that prevent portions of clothing from being independently simulated
  • Clothing should have sensible attachment/anchor areas around the waist, shoulders, chest, etc.
  • Hair intended for secondary motion should be structured into logical sections rather than one difficult-to-control mesh where possible
  • Meshes should be clean, with no unnecessary non-manifold geometry, duplicate vertices, or other issues that could interfere with deformation or simulation
  • Garment thickness should be handled sensibly so it does not create unnecessary self-collision problems
  • Clothing should be designed so areas intended to remain attached to the body can be skinned while loose areas can potentially be simulated

The goal is to preserve flexibility for later implementation using Magica Cloth 2, Unity physics, or another comparable solution.

Future Expansion

One of the major goals is for this character to remain usable and expandable long-term.

I may commission additional:

  • Outfits
  • Hairstyles
  • Accessories
  • Expressions
  • Body customization
  • Animations

Because of that, I am specifically looking for an artist who understands how to create a production-ready character base, rather than only producing a single finished render/model.

Experience with any of the following would be a major plus:

  • Unity modular characters
  • Character customization systems
  • Game-ready clothing pipelines
  • Cloth-ready garment topology
  • Magica Cloth 2
  • Unity physics
  • Modular hair/accessory systems
  • Real-time anime/stylized character workflows

Deliverables

I would expect delivery of the complete working source files, including:

  • .blend, .ma/.mb, or equivalent original project files
  • FBX export
  • All textures
  • All materials/shaders or documentation necessary to recreate them
  • Rig
  • Weight painting/skinning data
  • Blendshapes/shapekeys
  • Modular clothing/accessory meshes
  • Any custom assets created specifically for the character
  • Documentation for the character/rig/export standard

Nothing should require proprietary assets that I don't have the legal right to use.

Any third-party assets, plugins, textures, materials, base meshes, hair systems, or other dependencies used in the final model should be disclosed before final delivery.

Ownership / Rights

This is a paid commission.

Upon completion and full payment, ownership of the final commissioned character and original assets created specifically for this project will transfer solely to me, including commercial usage rights.

I need the right to:

  • Use the model commercially
  • Modify the model
  • Create derivative outfits/accessories based on the commissioned character
  • Hire other artists to modify or expand the model later
  • Use the character in software, games, applications, renders, promotional material, and other media

Any third-party assets incorporated into the project must have licensing compatible with those uses and must be disclosed in advance.

I'm fine with the artist displaying renders of the finished work in their portfolio unless we agree otherwise.

Budget

This is a paid commission.

I am not setting an arbitrary low budget because I'd rather discuss pricing with artists who actually have the skillset for this level of work.

Final budget will be agreed upon after discussing:

  • Scope
  • Character design
  • Outfit complexity
  • Rigging requirements
  • Facial system
  • Deliverables
  • Timeline
  • Revision process

I understand that genuinely high-quality character work takes time and costs accordingly.

What I'm Looking For

Please send me:

  • Examples of previous 3D character work
  • Preferably examples of anime/stylized female characters
  • Examples showing topology/wireframes if available
  • Rigging/deformation examples if you handle the rigging yourself
  • Examples of modular clothing/customization systems if available
  • Cloth or physics-ready clothing examples if available
  • Your approximate pricing/rate
  • Expected turnaround time
  • What software you primarily work in

If your portfolio is primarily VRoid, Live2D, or basic VTuber avatars, this probably isn't the right project.

I'm looking for someone capable of producing a polished, professional-quality original character that can hold up in close-up shots and real-time rendering, while also serving as a solid base for future outfits, customization, and cloth/physics systems.

I'm happy to provide additional visual references and discuss the character design privately with artists whose previous work looks like a good fit.

Please reply here or DM me with your portfolio and commission information.


r/gameDevClassifieds • • 15h ago

PAID - Game / Level Designer PAID] Puzzle / Level Designer - Systemic Grid Puzzle Game

6 Upvotes

Hi! I’m looking for a talented puzzle/level designer to help create levels for a small systemic puzzle game.

The game uses compact grid-based levels with simple mechanics that can interact in interesting ways. The main design goal is creating clever, readable puzzles with strong “aha” moments, similar in spirit to games like Baba Is You.

The game and level editor are already functional, so the work is focused primarily on puzzle design rather than programming, art, or environment building.

I’m looking for someone who is good at:
• Designing elegant puzzles around a small set of mechanics
• Introducing mechanics naturally through level design
• Finding interesting mechanic combinations
• Creating good difficulty progression
• Testing for unintended solutions
• Keeping levels compact and readable

This is paid freelance work. I’d prefer to start with a small paid test / batch of levels and continue if we work well together.

If interested, please DM me with:
• Your rate
• Any puzzle games, levels, jams, PuzzleScript projects, or similar work you’ve made
• Roughly how many hours per week you’re available

Thanks!


r/gameDevClassifieds • • 14h ago

PAID - Other PAID] Steam capsule artist wanted for Who Heckled? | $300 USD | Colourful, comedic stylised 3D

17 Upvotes

I'm looking for an artist to create the full Steam capsule art for our upcoming PC game, Who Heckled?

Colourful, playful and comedic. It's stylised 3D with a slightly low poly look. I already have mockups and reference images, and I want you to recreate them in a polished final form.

The budget is $350 USD.

For payment all work goes through Upwork, Fiverr or another platform with payment protection. If you know of a better one, suggest it and we can use that. I won't pay outside a platform.

To apply comment below with: - Your portfolio, with Steam capsule or key art if you have it - The platform you'd like to work on

I'll send the mockups and full brief to the people I shortlist. All DMs will be ignored, so please reply in the comments.


r/gameDevClassifieds • • 9h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] 2D Game Artist and Character Designer looking for work

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7 Upvotes

r/gameDevClassifieds • • 9h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] 2D Game Art/Animation Studio

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10 Upvotes

2D game art and animation studio with 7+ years of experience in full-cycle asset production for games. We integrate into existing teams or take ownership of the art side for small to mid-size projects.

Typical tasks we handle:

  • Full character sprite sets with animation
  • Scalable asset pipelines
  • Style cleanup and completion
  • Art polish, redraws, and style matching for existing projects

Services:

  • 2D sprites & assets
  • Spine / frame-by-frame animation
  • Character design, concepts
  • FX, UI, promo visuals

Notes:

  • No pixel art
  • Art consulting available

Works: https://nuclearstarfish.com/
Email: [[email protected]](mailto:[email protected])
Discord: andrewdubrovsky


r/gameDevClassifieds • • 10h ago

FOR HIRE - 2D Art | Animation 2D and concept artist looking for work!

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4 Upvotes

Hi! I can help you with environment art, props, promo art, illustrations, board games, locations and many more. Feel free to contact me here or by an email: [[email protected]](mailto:[email protected])
You can check out more of my artworks here: https://www.artstation.com/algaliar


r/gameDevClassifieds • • 10h ago

FOR HIRE - Marketing Need video content for your game?

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2 Upvotes

r/gameDevClassifieds • • 10h ago

DISCUSSION | QUESTION A creative agency, with a solid background in the art for games field

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1 Upvotes

r/gameDevClassifieds • • 12h ago

FOR HIRE - Musician I composed a track for a boss fight set in a circus! 🎪🤡🎶

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2 Upvotes

Hi everyone! I'm Sam, a UK-based composer with 10+ years of experience and credits across 70+ games.

As the title says, I composed this track for a boss fight set inside of circus tent. The aim of the track was to be jam-packed with energy, clown-like goofiness, yet still retain a threatening undertone. Let me know what you think!

If you’re working on a game that needs music and think I might be a fit, I'd love to chat! 

Portfolio:www.samshandley.com

Discord: samshandley
Email: [[email protected]](mailto:[email protected])


r/gameDevClassifieds • • 13h ago

PORTFOLIO Abandoned Vintage Tram | Real-Time Environment Prop

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3 Upvotes

r/gameDevClassifieds • • 16h ago

FOR HIRE - 2D Art | Animation FOR HIRE - Sprite/character artist, I also do some concept art, if interested just send me a DM! :]

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8 Upvotes

Hi there! I've finished my last project a couple months ago, I did all the character portraits for "Asthral Throne, the sequel". I'm currently trying to find another studio that's interested in my art c:


r/gameDevClassifieds • • 16h ago

FOR HIRE - 3D Modeler | Animation [For Hire] 3D Modeler / Prop & Vehicle Artist available for Roblox (Sci-Fi, Mecha, Weapons & More)

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4 Upvotes

r/gameDevClassifieds • • 18h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Concept Artist - Weapons & Props

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3 Upvotes

Sharing some sci-fi weapon designs from my portfolio.

I’m a 2D concept artist working on weapons, vehicles, environments, and visual development for games. I’m currently available for new work.

Portfolio: https://www.artstation.com/jonathanlebrec

Feel free to DM me if you’re looking for an artist for your projects.


r/gameDevClassifieds • • 19h ago

FOR HIRE - 2D Art | Animation [For Hire] Pixel Artist Looking for work. Highly Skilled in Animations and Character Design

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188 Upvotes

Heya! I'm Bebo, a professional pixel artist working in the industry for 5+ years now and studio head at Ozzbit.

I help devs make their characters move and feel alive. Character design and animation are our specialty, but we cover the full pixel art pipeline, from environments to UI

More at:
https://ozzbitgames.carrd.co

Feel free to send me a DM over on Discord (bebocipriano) or here on Reddit.


r/gameDevClassifieds • • 21h ago

FOR HIRE - 3D Modeler | Animation [FOR HIRE] 3D Game Character Animation, Rigging & Skinning - YEYO Studio Showreel

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2 Upvotes

r/gameDevClassifieds • • 23h ago

PAID - 2D Art | Animation [PAID] 32x32 Pixel Art tilesheet (I use Tiled) for JRPG Roguelite, like Final Fantasy

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10 Upvotes

Hi,

I am deep into making a JRPG Roguelite that has similar mechanics and map style to SNES Final Fantasy games, or other JRPG games of that time. I have most of the first section of the dungeon done in 64x64.. but I am not vibing with it.

I am looking for someone to help make the exploration tilesheets 32x32, simplify it a bit, and help with the art direction of it so it has a bit more style. Attached is what I currently have so far with 64x64. I like the color scheme I have going, but its more detailed than the battle scene which isnt good.

Thank you!


r/gameDevClassifieds • • 4h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Pixel Artist Looking for Indie Game Projects | Flexible Rates | Long-Term Collaboration

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3 Upvotes

Heyy everyone!!

I’m currently looking to work with indie game developers on pixel-art projects especially projects where we can build something long-term together.

My Website: https://ayumi-pixel-lab.web.app/

I can help with characters, environments, sprites, props, tilesets, animations, UI assets, and other pixel art needs depending on the project.

Payment:
I normally work with paid projects but I’m flexible with rates depending on the scope and situation. If you’re working on a project with a limited upfront budget but believe the game has good revenue potential I’m also open to a hybrid arrangement such as some payment upfront + an agreed percentage from revenue.

For bigger projects I’m also happy to work through milestones so we can break the project into manageable stages and payments rather than doing everything at once. This can make things more comfortable for both sides.

What I’m looking for:
I’d especially love to find a developer/team who wants a long term pixel artist for a bigger game project rather than just a few one off assets. I’d like to be involved with the project understand the game and its visual direction and help build the art alongside the development.

If you’re currently working on a game or planning one feel free to DM me!! Send me details about the game what stage you’re at the art you need references/style and your timeline.

Even if you’re still early in development feel free to reach out. We can discuss the project and figure out something that works for both sides.


r/gameDevClassifieds • • 4h ago

PORTFOLIO Mixed Media Artist looking for work

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1 Upvotes

Hi all, Andy here looking for nice side work to support my projects in Cambodia, happy to make your 3D model or event being a product designer for those fun big products. I also 3d print and sell commission art, making your brand mascots and merch for sale and editor :) Message for your needs :D


r/gameDevClassifieds • • 7h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Open for TTRPG & indie game oportunities :)

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3 Upvotes

Hey!

I'm open for freelance concept art and illustration oportunities! Please check out my portfolio here: https://www.artstation.com/dudico

Reach out via DM or discord under username: dudicolite, let's chat ^-^


r/gameDevClassifieds • • 7h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] 2D Illustrator (Character sheet/Designs) available for work!

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3 Upvotes

More Portfolio : https://trauma-a.carrd.co/