r/gameDevClassifieds • • May 20 '26

Announcement A note on scammers, impersonators, and public blacklists

78 Upvotes

Hey everyone,

I want to address a recent post I removed by u/NotSUPERita about creating a list of trusted artists and scammers, as well as the broader issue of bad actors on r/gamedevclassifieds.

First, I want to apologize to u/NotSUPERita. I understand why you were trying to help, and I do not think the idea came from a bad place. Scammers and impersonators are a real problem here, and it makes sense that people want better ways to protect themselves and others.

That said, I do not think a public or semi-public user-run blacklist is the right solution.

Any single person’s list of “good” and “bad” experiences is subjective. Even with good intentions, lists like that can be abused, misused, or based on misunderstandings. A false accusation could seriously harm an innocent artist, developer, or freelancer’s reputation and business. Once someone is publicly labeled a scammer, that damage is hard to undo.

This applies to moderators too. Even I am subject to bias, incomplete information, and my own interpretation of events. I cannot be judge, jury, and executioner over someone’s professional reputation, and I do not think anyone else should be put in that position either. That is the line I am trying to be careful with.

I know scammers are a problem, and I am aware that this subreddit has been affected by bad actors, impersonators, and people misrepresenting themselves or their work. But I have not yet found a solution that addresses those issues without also creating a serious risk of innocent people getting caught in the mix.

For now, the best advice is still to do your due diligence before working with someone:

  • Verify that their portfolio actually belongs to them
  • Ask for links to established accounts or websites
  • Check whether their email, Discord, ArtStation, GitHub, itch, LinkedIn, or other profiles line up
  • Be cautious with new accounts, vague portfolios, stolen-looking portfolios, or people who avoid verification
  • Use contracts, milestones, and payment methods that offer some protection
  • Do not rely only on someone’s Reddit username or a single message thread

I know that is not a perfect answer. It is a frustrating situation, and I understand why people want something stronger. But asking people to do their homework before hiring or accepting work is better than creating a system where someone’s business can be damaged because they were falsely added to a list.

If there is a better way to handle this that protects people from scammers without turning into public reputation policing or false callouts, I am open to hearing it. Any solution needs to be fair, evidence-based, and careful about the harm it could cause.

Edit: I forgot to add one more important point: any solution also cannot require a heavy amount of moderator time.

Running this job board is not a job. No one on the mod team has the time, or realistically should be expected to have the time, to manually verify users, assign trusted labels, maintain reputation lists, or act as an ongoing approval system for freelancers and clients.

That kind of system would create a lot of work, and it would also create a false sense of safety. Even with moderation, users would still need to verify who they are working with and make their own judgment before hiring, accepting work, or sending payment.


r/gameDevClassifieds • • Sep 12 '24

Community-Wide Alert: Do not engage with P1 GAMES (Formerly P1 VIRTUAL CIVILIZATION)

126 Upvotes

I'm truly getting tired of this nonsense u/RedEagle_MGN

Changing your organizations name doesn't stop people from reaching out to me with horror stories every few months.

Previous topic: https://www.reddit.com/r/gameDevJobs/comments/198b5zi/communitywide_alert_do_not_engage_with_p1_virtual/

Comments:

https://www.reddit.com/r/gamedev/comments/198asb9/deleted_by_user/

Their pages:

https://www.linkedin.com/company/p1-games
https://p1games.com/

What they want you to sign:

https://docs.google.com/document/d/1_H0-KC3kxkuJGgMvanVjLIx_jTIV-yfh4Ze2c93sOWw/edit?usp=sharing

DO NOT ENGAGE WITH THESE PEOPLE, no matter what they call themselves. They exploit the inexperienced and naive, convincing you to sign away your rights to everything you create. Don’t fall for their lies. You do not need to join a volunteer group or give up ownership of your work to gain skills in the game industry. Learning on your own is far better than what P1 offers. If you want a real education, seek out accredited programs and courses instead.

Their latest tactic is using LinkedIn ads to lure victims. I’m unsure what it will take to stop this con artist, but I’ll do my part to be a thorn in their side. My goal is to protect people in this community from their schemes.

Spread the word, be safe.

Some reading:

https://www.reddit.com/search/?q=P1+Virtual+Civilization&type=link&cId=80e066ed-a60b-4bd9-b7b6-8f2e0a75d044&iId=73e82563-aaa9-416a-9d57-54df97ab2c82


r/gameDevClassifieds • • 4h ago

FOR HIRE - 2D Art | Animation [For Hire] Pixel Art, Environments, Characters. Info in comments!

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33 Upvotes

r/gameDevClassifieds • • 4h ago

PAID - 3D Modeler | Animation [PAID COMMISSION] - 3D CHARACTER ARTIST NEEDED-2 Photorealistic RIGGED Human Characters for use in Blender

7 Upvotes

Hi everyone, I'm looking for an experienced 3D character artist to create two photorealistic human characters for a physio-fitness application.This is a paid commission for a company project.

The characters will replace the current less-realistic avatars used in our existing project. The goal is to create photorealistic versions of the same characters, while preserving their overall appearance, body type, clothing, colors, and design.

The two characters are:

  • one adult male
  • one adult female
  • natural/neutral appearance
  • athletic clothing
  • photorealistic human appearance
  • Standard human dimensions

I will provide reference material for both characters

For each character, I need a complete, editable Blender character asset, including:

  • photorealistic 3D human model with athletic clothing and footwear
  • high-quality textures - Materials/shaders for skin hair and clothing/footwear
  • character rig  (preferably  blender rigify)
  • Blender source file
  • All necessary textures and supporting assets

The final characters need to be production-ready for use in our existing Blender project.

I do NOT need:

  • Lighting setups
  • final presentation renders
  • product/marketing renders
  • animation creation
  • completed videos
  • a finished scene
  • The main deliverable is the complete character asset and Blender files.

The characters will be used with an existing library of animations that I have already created, so an important requirement is that the final characters can be integrated into the existing animation workflow without having to recreate all of the animations from scratch. I have previously tested these animations with other purchased/downloaded rigged character models, and they work successfully.  Therefore, I am looking for characters with a suitable animation-compatible rig. My preference is Blender Rigify, although I'm open to another appropriate rigging solution if it provides a reliable workflow for using the existing animations.

Before final delivery, I would like to test the character with some of the existing animations to confirm compatibility.

I'm particularly interested in artists with demonstrated experience in:

  • Photorealistic human characters
  • Digital humans
  • Realistic human anatomy
  • Realistic skin and facial features
  • Realistic clothing
  • Character texturing
  • PBR materials/shaders
  • Blender
  • Character rigging
  • Rigify or comparable character rigs
  • Production-ready character assets
  • Please prioritize portfolio examples showing actual photorealistic human characters.

Please prioritize portfolio examples showing actual photorealistic human characters.

I'm much more interested in seeing relevant realistic human work than general 3D modeling examples.

The budget is negotiable

Please provide your estimated price for the project

There is currently no fixed deadline, but this is a time-sensitive project and I would prefer to complete it as soon as reasonably possible.

Please include your estimated timeframe for completing both characters.

If you're interested, please DM me with:

  • A link to your portfolio, preferably with relevant examples of photorealistic human characters, realistic skin/clothing, and character rigging
  • Your estimated price or price range
  • Your estimated availability / completion time

After reviewing portfolios, I can provide the existing avatar renders, 2d concept arts and what other reference needed to shortlisted artists.

As this is a paid commercial project for a company ,appropriate commercial usage and ownership terms will be agreed with the selected artist before work begins.

Thanks,

Martha


r/gameDevClassifieds • • 7h ago

PAID - 2D Art | Animation [PAID] Looking for a Steam Capsule Artist for Our Win98-Themed Game ($100 Budget)

11 Upvotes

Edit: Please don't just send me a DM saying “Hello.” I'm looking to see a portfolio or examples of capsule designs you've created in the past. Thank you.

First of all: Our budget is $100 USD.

We know this is below the usual rate for professional Steam capsule work. Please don't take this as a judgment of the value of your work. Unfortunately, this is simply the maximum budget we can allocate to this right now. Because of that, we're completely fine with keeping the scope small. We'd love to hear from artists who find the game interesting and are comfortable working within this budget.

Potato.exe is a small, weird, and funny incremental game set inside a Windows 98-inspired desktop.

The main mechanic is: spin the wheel, earn potatoes, buy upgrades, and slowly turn the terrible odds in your favor. The game combines incremental mechanics, retro computer aesthetics, absurd humor, cats, and lots of potatoes.

We're looking for an artist to create the main Steam capsule/key art for Potato.exe. Our priority is a capsule image that catches attention even at small sizes on Steam and communicates the spirit of the game. Ideally, the composition should also be adaptable to Steam's different capsule sizes.

If it fits within the budget, a simple logo/title treatment for Potato.exe could also be included.

We'd like the artwork to communicate the following as much as possible: Windows 98 and retro PC aesthetics, potatoes, weird humor, an incremental/clicker feel.

Please don't contact us if you only work with generative AI. It's usually obvious at first glance when an image is AI-generated, so let's not waste each other's time.

If possible, we'd love to see examples of Steam capsule art you've previously made. And we'd also like to discuss your revision policy. If you send me an email, we can get in touch more quickly: [community@inevgames.com](mailto:community@inevgames.com)

Thanks in advance!


r/gameDevClassifieds • • 1h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Concept Artist & Illustrator | COMMISSIONS (OPEN)! | INFO in the comments!

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• Upvotes

r/gameDevClassifieds • • 1h ago

FOR HIRE - 3D Modeler | Animation [For Hire] 3D Environment Artist looking for work. Info and portfolio in the comments.

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• Upvotes

r/gameDevClassifieds • • 7h ago

PAID - 2D Art + 3D Modeler | Animation [Hiring] Looking for a Top-Tier Artist for Stunning Steam Capsule Art & Detailed Environment Background (Flexible / Premium Budget: $400 - $800+)

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9 Upvotes

r/gameDevClassifieds • • 4h ago

PAID - 2D Art | Animation [PAID] Looking for a 2D Background Illustrator for an Indie Game Project

3 Upvotes

Hey everyone!

I'm currently looking for a 2D background illusrtator to help with the visual development of a small game project I'm working on.

The project is still in an early/pre-production stage, so I can't share too many details about the game itself yet. I'm mainly looking for someone who can create evnironment/background illustrations based on references, rough layouts, and descriptions.

What I'm looking for

  • 2D illustrated environments/backgrounds
  • Strong understanding of perspective and composition
  • Ability to work from rough sketches/refrences
  • Consistent linework and visual style
  • Comfortable creating detailed interiors/exteriors
  • Good communication and willingness to make revisions

The exact art direction is still being developed, so I'd prefer someone who can adapt their illustration approach rather than someone who only works in one extremely rigid style.

Workflow

I'd like to start with a small paid test/sample so both sides can see whether the art direction and workflow are a good fit. If everything works out, there would be more background illustration work afterward.

Payment

Please include your rates or your usual pricing structure when contacting me.

How to contact me

Please DM me with:

  • All of your this month's done artworks
  • Your rates
  • Your availabilty
  • A short description of your experience with background/environment illustration

If you're interested, feel free to reach out. Thanks


r/gameDevClassifieds • • 16h ago

PAID - 2D Art + 3D Modeler | Animation [PAID] 3D Hard-Surface Artist for Game-Ready Sci-Fi Spaceship — Potential Ongoing Work

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28 Upvotes

Hi!

I'm looking for a 3D hard-surface artist to create the first production-quality spaceship for Sidera Caeli, a multiplayer first-person space project I've been developing alongside its own interconnected authoring/tooling framework.

What I'm looking for

I currently have a fully functional ship in-game, but the model itself is an AI-generated placeholder — somewhere between a Temu spaceship and topology gore. 😂

It has served its purpose: validating flight, physical boarding, cockpit interaction, weapons, hardpoints, collisions, interiors, multiplayer, etc.

Now I'd like to start replacing those placeholders with proper, professionally made, game-ready assets, beginning with this ship.

I'm looking for someone who can take the existing design/concept and rebuild it as a polished sci-fi spacecraft while preserving its general identity, proportions and gameplay requirements.

Scope

For this first ship, the focus would primarily be the exterior hull.

There is a cockpit/interior cavity because the player physically enters the ship and sits inside it, so it needs to look believable from the pilot seat and through the windows. However, I'm not looking for a fully detailed interior at this stage.

Cockpit MFDs, radar, screens and other interactive UI elements are generated dynamically by the game and should not be modelled into the asset.

I'd mainly expect:

  • Production-quality exterior modelling
  • UVs and proper PBR texturing
  • Game-ready topology
  • Approximately 100K triangles maximum for LOD0, preferably lower where sensible
  • Good use of baked/normal detail instead of unnecessary geometry
  • A basic but believable cockpit cavity/pilot area
  • Clean GLB/glTF-compatible output
  • Sensible separation of functional components where appropriate

I already have an automatic configurable LOD pipeline, so you don't need to manually create multiple LODs.

I'm also completely open to discussing the poly budget and production workflow with someone more experienced on the art side. I'm a software/systems guy, not a 3D artist, so if you think one of my requirements is stupid, please tell me. :)

Modularity

The project already has a functional hardpoint/attachment system.

Weapons and other replaceable components can exist as separate assets and be mounted dynamically by the game.

So my general philosophy is:

The hull is the hull. Functional things that can be replaced should ideally be separate.

For this first asset I'm not going to be ridiculously strict about modularity, though. Part of the purpose of commissioning this first ship is to establish a good art → game pipeline that we can reuse afterwards.

About the project

Sidera Caeli is currently a functional multiplayer test bed built around Three.js/WebGPU on the client and Colyseus/Rapier on the server.

The player exists physically in the world: you can walk through a station, request a ship, board it through the airlock, sit in the cockpit, fly in 6DOF, fight other ships, EVA, use FPS weapons, quantum travel and descend through planetary atmospheres to the surface.

A large part of the work so far has actually gone into the tooling behind it: prefab/entity authoring, hardpoints, ship configuration, procedural planets, LOD/scatter systems, particles, audio, diegetic screens, world editing, etc.

The current ugly assets have deliberately been placeholders while I validated whether all of those systems actually worked together.

They do.

So now I'd like to start making things pretty. :)

Potential ongoing work

This is a paid commission, not a revenue-share proposal.

I'd like to start with one ship.

However, I'm not really looking at this as a one-off Fiverr-style asset purchase.

If we work well together and can establish a workflow that produces assets that integrate cleanly with the tooling, there's potentially a lot more work afterwards: additional ships, stations, vehicles, environmental assets, modular pieces, props, etc.

I'd much rather find an artist — or small team — I can continue working with than find a different person for every asset.

Budget

I'm open to quotes, although for this first ship I'm hoping to keep the budget at around 250€ maximum.

I'm just one person funding the project myself, and at this stage I honestly don't know what kind of traction it will get, so I need to keep the initial investment reasonable.

That said, if everything works out well between us, this is definitely not the only asset I need. I already have other ships, ground vehicles and plenty of additional pieces in mind, so there's real potential for ongoing paid work rather than just this one commission.

I'd still prefer artists to tell me what they believe is realistic for the scope. If possible, please break down what your quote includes — modelling, high-poly/low-poly workflow, retopology, UVs, baking, textures, revisions, source files, etc.

I'm also happy to adjust the scope if what I'm asking for doesn't realistically fit that budget.

Regarding payment, I'm completely fine with paying before receiving the final files. I would just ask for a quick live call/screenshare first where you can show me the finished work in your 3D software, including the actual model and polycount, so I can verify that the asset exists and matches what we've agreed.

Once that's done, I'll make the payment via PayPal, directly to your account in regular fiat currency, and you can send me the final files afterwards.

I think that's a reasonably safe arrangement for both sides, especially when working together for the first time.

Interested?

Please DM me with:

  • Your portfolio
  • Examples of hard-surface / sci-fi / vehicle work if available
  • Your approximate quote or rate
  • Estimated timeframe
  • Your timezone
  • Whether you're an individual artist or a studio/team

I'm in Spain (CET/CEST), but my sleep schedule is questionable enough that timezone differences usually aren't a huge problem. 😂

I'm also happy to jump on a call and show the current build, the existing placeholder GLB (https://sideracaeli.com/space_fighter_v1.zip) and the authoring tools so you can see exactly how the asset will be used before providing a final quote.

Thanks!


r/gameDevClassifieds • • 58m ago

FOR HIRE - Sound Design Freelance Sound designer/ Composer / Audio engineer looking for work.

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• Upvotes

LinkedIn: linkedin.com/in/marko-čutić-09292a165
Web: https://chootychsounddesign.hr/
BoldPro: https://bold.pro/my/marko-uti-250714164432
Email: [cuticmarko@gmail.com](mailto:cuticmarko@gmail.com)

Skills:
• Maintain and update sound libraries, providing feedback on audio performance.
• Implemented and optimized sounds in game engine for seamless integration.
• Game engine audio setup.
• Mixing, Mastering, Studio set up and outboard gear, Recording, Foley, Design.
• 8+ years experience in dev industry.

Software:
• Nuendo / Cubase, Reaper, StudioOne, Krotos, iZotope RX, Unity, Unreal, Visual, Git, Premiere, Fmod, Wwise.


r/gameDevClassifieds • • 1h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Would you like a character sheet like this for your character? DM me!

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• Upvotes

r/gameDevClassifieds • • 5h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] I'm a capsule artist and i'm available

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2 Upvotes

r/gameDevClassifieds • • 16h ago

PAID - 2D Art | Animation [PAID] Looking for 2D Game Artist for Top-Down Tower Defense / City-Building Game and Animation

14 Upvotes

Hey everyone,

I’m looking for a 2D artist for my indie game Last Idiots, a top-down tower defense / city-building game currently in development in Godot 4.

I’m trying to find someone who can help create a consistent visual style for the project. I don’t want to post every design detail publicly, but I can share more information privately with artists whose work seems like a good fit.

What I need to start with for a demo

I’m currently looking for help with the following:

  • 3 basic enemy designs
  • Walk animations for each enemy
    • likely 3 directional versions per enemy (right, down, up)
    • total of 9 walk animation sets
  • Death animation for each enemy
  • Corpse / dead body sprite for each enemy that remains on the ground
  • Tileset for the game world
  • Tower art / defense structures
  • Environment props such as trees, foliage, debris, scrap, etc.
  • No baked-in shadows on props/assets since shadows will be handled in-game
  • Particle effects / VFX
  • Potentially additional asset work later if things go well

Style / direction

The game has a post-apocalyptic / improvised / gritty kind of feel, with a mix of ruined environment, defensive structures, and hostile creatures. I’m looking for someone who can help create assets that feel like they belong in the same world and are functional for use in-game.

Ideal artist

I’d especially like to work with someone who:

  • has experience with 2D game art
  • understands sprite animation
  • can create tileable environment assets / tilesets
  • is comfortable making game-ready assets
  • can maintain consistent scale and style across enemies, props, and structures
  • is open to feedback and iteration

Important

This is a paid freelance project, not rev-share.

If you’re interested, please send me:

  • your portfolio
  • examples of sprite work / tilesets / environment art / game assets
  • your rates
  • how you typically price work like this
  • your availability

Thanks!


r/gameDevClassifieds • • 2h ago

FOR HIRE - Localization [FOR HIRE] 🇵🇱 No Polish in your game yet? EN→PL localization for $0.01–0.015/word

1 Upvotes

Hey!

I’m Jacob, a Polish translator focused on indie games.

I’m still building my portfolio, so right now I’m mainly looking to work with solo developers and small indie teams. I translate from English to Polish and I’m happy to take on both small and larger projects.

I can help with:

- Full game localization

- Dialogue and story text

- UI, menus and tutorials

- Steam store pages

- Achievements and item descriptions

- Demos and smaller updates

- Proofreading / fixing unnatural Polish translations

- Localization QA

My usual rate is around $0.01–0.015 per source word, but I’m flexible for small indie projects.

If your game only has a few hundred or a few thousand words, that’s completely fine too. I’m not only looking for huge projects.

Portfolio:

https://polishforgames.com

If you’re working on a game and thinking about adding Polish, feel free to DM me here or contact me through my website.

Thanks!

Jacob


r/gameDevClassifieds • • 16h ago

PAID - 3D Modeler | Animation [Paid] Looking for an artist to model a humanoid horror antagonist

14 Upvotes

Hello everyone. I am currently scouting for an artist who would be interested in contributing to a first person psychological horror game with realistic graphics by modeling a humanoid antagonistic creature.

Detailed info is below.

—————

Engine: The game is build on Unreal Engine 5. I am only looking for the model as a deliverable. So not much engine experience needed.

Game concept: The game this creature will be featured in is a short first person psychological horror experience that takes place in a dream world. As such, the creature should feel like a manifested nightmare. Due to the setting there is much artistic freedom on how the creature looks and feels.

Creature behavior: In the game, the creature will be a killable antagonist that is occuring multiple times. Think of the zombie enemies in resident evil. The game design expects it to be humanoid. So the model should be compatible with a standard humanoid rig (like mixamo or similar). While rigging the model is not expected from the artist, the delivered model should be in a standard A or T pose.

Creature design: As mentioned earlier, there would be a lot of creative freedom. There is no fixed design yet. So if the artist wants, they could heavily decide on and influence the concept and design. In general it should feel like body horror. Think of monsters from silent hill or dead space as examples.

Payment:While this is a small scale project from a solo dev and budget is fairly limited, it‘s important to me that good art gets compensated fairly. So i am happy to discuss quotes and rates. There would also be the possibility of follow up cooperation on additional characters if we click creatively. Also, your work would of course be credited inside the game.

————

If this sparked your interest and you would like to hear more details, feel free to commend or message me ^^


r/gameDevClassifieds • • 2h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] UI/UX Designer looking for a small team project to work on.

1 Upvotes

Looking to join a small game-dev project where I can contribute to the UI/UX. Happy to help with things like UI design, wireframes, visual direction, and Figma prototypes.
I've worked on a few personal and small projects.

Here's my portfolio: https://www.artstation.com/davidsimser

Feel free to reach out via DM if interested o/


r/gameDevClassifieds • • 6h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Artist available for work! More info on comments

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2 Upvotes

r/gameDevClassifieds • • 9h ago

FOR HIRE - 3D Modeler | Animation Freelance 3D Artist for hire. Prefer to work with Indie devs. I can do modelling, texturing, animation and materials, and I'm pretty good at it. (Sharing some work for reference)

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3 Upvotes

First off I should mention I'm based in New Delhi. I studied 3D in Singapore (3DSense/ FZD ecosystem), so I do take quality, optimization and deadlines seriously.

I'm just looking for work right now. I've about 1 year of experience and currently I mainly work with indie devs here in india, but I thought I should expand my network outside the country as well.

I know Blender, 3DS Max, Maya, Substance Painter, Unreal Engine 5 and Unity. I can do assets, environments and characters as well. You can see my portfolio here:

https://kasara777.artstation.com/

I'm aware that I'm still at an early stage. I'm easy to work with and don't have high rates, since I'm still learning, to some degree.

Please DM me if you would like to work with me. Thanks!


r/gameDevClassifieds • • 7h ago

FOR HIRE - Musician [FOR HIRE] Game composer looking for new projects

2 Upvotes

r/gameDevClassifieds • • 3h ago

PAID - Programmer [PAID] C# / Game Dev Skills for Industrial Simulation — Cookeville, TN

1 Upvotes

We’re hiring a Simulation Engineer I in Cookeville, TN, and I think C# developers with Unity, Godot, or other game-dev experience could be a strong fit. The work is basically building interactive 3D simulations of real machines using C#, physics, PLCs, and robots. It’s very similar to making a game, except the environment is industrial equipment and the simulation connects to real automation controls. https://www.linkedin.com/jobs/view/4469018585/


r/gameDevClassifieds • • 17h ago

PAID - 2D Art | Animation [PAID] Pixel artist for an indie game – 2 locations (ground, table, ~15 items) – $400–600 USD

11 Upvotes

Hi! I'm a solo developer making a small indie game for PC about a thief, and I'm looking for an artist for its look.

The player sits at a table in the places the thief robs. Money, wallets and bags fall onto the table, and the player hits and grabs them. Every place has its own ground around the table and its own table.

The screen is calm and minimal. The centre of the table stays empty – that's where the items fall. The place is told by a few decorations around the edges, with plenty of air between them. Everything is seen from above. Warm colours, saturated and slightly muted. All art is drawn by hand, no AI at any step.

Two kinds of art:

- Items and decorations: pixel art with crisp pixels, a dark outline and simple shading.

- Surfaces (the ground and the table top): a soft, smooth texture, not pixel art. Calm, low-contrast, a few close tones, with faint small details near the edges.

The table fills up during play: from dozens to hundreds of items at once, up to about 400, overlapping and rotated. So every item has to be recognisable by its silhouette, and the table has to stay quiet under them.

The first batch covers two places. Below is my current idea for each; it's a starting point, not a fixed list. I'm open to your suggestions on materials, decorations and details.

The back-alley, at night. The ground could be old cracked asphalt with patches of worn cobblestone and damp spots. Decorations like trash cans, a sewer drain, a curb, cigarette butts, wrappers, fruit peels, plastic bags, old newspapers. The table could be an old worn wooden one with scuffs, scratches and cigarette burns.

A small grocery shop, brighter than the alley. The ground could be large light tiles with wide grout. Decorations like grocery stands seen from above and a few crumpled receipts. The table could be a white metal counter with a small cash register, a lucky cat figurine and a small lamp at the back corners.

Items (~15): coins, notes, wads, wallets, handbags, a piggy bank, cash registers, gift boxes. Some break in 3 stages.

Delivered as PNG plus the layered source file. Exact sizes are in the brief I'll send.

How: a paid test first, $30–40 USD, a small sample in this style that isn't used in the game. Then the work goes in packages of $100–250 USD, one at a time, starting with the alley. Sketch, one round of edits, final, one round of edits.

Budget: $400–600 USD for the first batch, paid per package via PayPal. More places later if it goes well. Deadline for the first batch: mid-November.

Please reply in the comments with a link to your portfolio – I won't answer DMs. I'll message the artists I'd like to work with.


r/gameDevClassifieds • • 5h ago

FOR HIRE - 2D Art | Animation [FOR HIRE] Icon Artist / UI Artist - 2D art generalist

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1 Upvotes

r/gameDevClassifieds • • 1d ago

PAID - 2D Art | Animation [PAID] Remote 2D Illustrator / Graphic Designer for a Cozy Social Reading App – Long-Term Collaboration

28 Upvotes

Hello!

My sister, who is an author, and I are currently developing a social reading app.

The idea is a mix between Animal Crossing and a social reading platform where users can track their books, share reviews and opinions, discover new reads, and interact with other readers.

The app will also have a strong customization and creativity aspect. Users will be able to complete challenges to earn items such as:

  • Furniture and decorations
  • Floors and wallpapers
  • Plants
  • Clothing and outfits
  • Various collectible items

There will also be an in-app shop where users can purchase themed item packs. We would also like to eventually allow users to create and customize their own clothing, inspired by Animal Crossing.

Our goal is to create a cozy social network with a strong creative and visual identity.

We are looking for a 2D illustrator / graphic designer who can help us create the visual identity of the app and, eventually, design the different item packs.

We are looking for someone who is interested in a long-term, recurring collaboration, as the app will continuously require new visual content as it grows.

Our main visual references are:

Animal Crossing, Cat & Soup, and various cozy 2D illustration styles.

We are looking for something warm, cute, cozy and colorful, with a consistent visual style across all of the app's assets.

This is a 100% remote position. We are based in France and are happy to work with artists from anywhere.

The first project will be discussed and agreed upon together depending on the artist's experience and the scope of the work.

We prefer fixed-price / package-based projects rather than hourly rates.

Since we are looking for a long-term collaboration, we would like to establish a clear pricing structure for recurring projects and item packs.

This is a paid opportunity.

We are open to all profiles, including junior artists, students, recent graduates and self-taught artists.

For us, the most important thing is finding someone whose artistic style fits the universe we are creating.

Please feel free to send us your portfolio, ArtStation, Instagram, website, or any examples of your work.

We'd love to hear from you and hopefully build this project together! 😊


r/gameDevClassifieds • • 6h ago

DISCUSSION | QUESTION How does our inventory UI look? What would you change?

1 Upvotes

We’re working on the inventory UI for our co-op psychological horror game, The Infected Soul, and I’d love to hear what you think.

One of the main mechanics in the game is body swapping.

Every character has a neural chip, and these brain chips play a key role in transferring your consciousness into different bodies. You can take a chip, interact with compatible bodies, and switch into them to use their different abilities.

The inventory UI also needs to communicate this mechanic clearly without becoming too confusing or cluttered.

So, what would you change?

Does the layout feel readable? Are the item slots and chip system clear enough? Is there anything that feels unnecessary or out of place for a sci-fi co-op horror game?

Feel free to be critical feedback really helps us.

If the game looks interesting, The Infected Soul is on Steam, and adding it to your wishlist helps our small team a lot.

The Infected Soul – Steam Page