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I'm looking for a Environment Concept Artist to create stylized low-to-mid poly biomes for a turn-based roguelike strategy game.
Seedbound is a turn-based roguelike strategy game, targeting a 2028 Steam release. I'm the developer running a funded, one-person studio (me!) alongside a small team of contract artists. My game has distinctly themed areas which I call "biomes". I've built two biomes with placeholder models I made myself, but I'm not a pro. I'm looking to invest in a concept artist that is excited about creating these kinds of environments! Your concepts would be handed off to a 3D modeler to build modular pieces, then I will bring those models into the game and use them to generate Seedbound's levels.
Screenshots & design reference
Seedbound's environments are stylized low-to-mid poly. They use chunky, smooth forms combined with some hard edges ( not the "every triangle visible" look). Characters and creatures are cel-shaded, and the world is softly lit from above, with hard cel-banded rings from environment lights like torches and magic.
An in-game screenshot of my placeholder dungeon. The paid pilot is a paintover of this scene.
My placeholder forest: you'd redesign it and add props.
What I'm looking for
You would design Seedbound's 8 biomes! Some example biomes are: a lush forest with rivers running through, a dark library with bookshelves lit by floating lights, or fields of wheat at golden hour. You would also design Seedbound's 2 towns, where the player can freely explore and visit residents in their homes.
This would be about 45-50 deliverables (up to a year of work), delivered biome by biome. Ideally that's about one biome's worth of work (3-5 deliverables) per month, so the 3D modeler always has designs to build from. The first town comes right after the two existing biomes, and the second, smaller town comes last. I'm happy to go faster if you have the capacity. The deliverables are:
Technical details
Seedbound's levels are randomly generated on a 2 m tile grid. My level generator assembles them from reusable pieces (wall tiles, floor tiles, props, decals, etc), so for your biome designs, you'll be designing a collection of these reusable pieces.
So, this leads to the design constraints below. I explain this in detail in the style guide that I'll share for the pilot, so it is hopefully less scary than it sounds!
Seedbound's levels are mostly seen from a fixed high-angle camera (the "tactical camera"), with an occasional low, side-on close-up. So, for example, a tree should look good from a top-down angle and still hold up from the side. On the other hand, Seedbound's two "town" areas are seen from a more typical third-person camera and are not randomly generated, so these can be designed a bit more freely.
Style
Seedbound's overall mood is fantastical, nostalgic, wholesome, and quirky. I want people to feel good while playing it!
Style references: The games Tunic, Death's Door, and The Last Campfire have styles that I feel are good matches for the look I'm going for in this game's environments. I will send a more detailed style guide for reference with the paid pilot (see below).
What I'll provide
Terms
• Rates, flat per unit:
| Unit | What it is | Range |
|---|---|---|
| Light sheet | Quick sketch work: forest exploration (4-6 tree thumbnails + ground swatches), or a fog exploration (3-4 treatments over two screenshots), or a top-down dressing map for the town or one interior | $100-175 |
| Full sheet | A callout sheet (up to 8 props as clean flat-color sketches, with rough front/side views where needed), or a town prop sheet (the same, for town props and furniture), or a building sheet (one building's exterior, materials, and a rough interior sketch), or a biome sheet (a loose direction sheet) | $200-350 |
| Wall & floor sheet | About 12-15 small views of a biome's wall pieces and floor (plus bridges and staircase dressing), and one small lit test-layout paintover | $250-450 |
| Paintover | Rendered over an in-engine screenshot | $200-350 |
| Key paintover (towns) | The same, over my grey-box town blockout from the town camera | $350-650 |
| Decal sheet | 12-20 final-art decals on transparency, at 256 px per meter (most 0.5-2 m across) | $250-450 |
Let me know your rates! I don't want to underpay, so if needed I can cut scope (like fewer biomes or buildings) to fit your rate and my budget. Whatever we agree on will apply flat to every unit of that type. We can confirm the full rate table after the pilot, once you've seen the complete style guide.
AI policy
No AI-generated content please! This includes tracing over AI-generated images or related techniques. It is important to me to keep all art in my game 100% human-created. If you do use AI for any part of your working process, please describe how you use it in the application form.
As safeguards:
How to apply
Click the apply button and fill out the short form (should take about 5-10 minutes). I'll review applications as they come in, and will choose 2-3 pilot candidates by October 16th.
Note: Even if you already applied to the creature concept artist listing last month, feel free to apply to this one too if you think it's a good match!
Thanks for reading!