Family-Friendly mobile - Game Art Assets
Summary
Freelancer Client is hiring: Family-Friendly mobile - Game Art Assets.
Location: Remote
I have a fully built mobile RPG battle game for iOS and Android (React Native / Expo). The game engine, battle logic, UI, and backend are all complete. I need an artist to replace the current placeholder art with polished 3D character models and 2D item icons. This is an art asset delivery job only — no coding, no engine work, no app build required.
The game: Kids equip a champion with armor, weapons, shields, potions, and trinkets, then enter a battle arena. The arena is a top-down isometric view at 55-60 degrees. Champions move and walk around the floor during combat. The game supports both 1v1 (two champions) and 2v2 (four champions) modes. Visual tone is classic dungeon-crawler — warm amber torches, stone floors, atmospheric depth — but welcoming enough for younger players. Think R3F + Spline aesthetic with shaders and lighting.
Each champion must be a complete character: face, body, skin, and armor together. No floating armor shells — the body is not provided separately.
Mage (cloth armor) — flowing robes, pointed hood, staff with glowing orb
Rogue (leather armor) — fitted cuirass, knee-high boots, dual daggers
Skills: Icon Design, 3D Modelling, 2D Game Art, 3D Rigging, Game Art, Isometric Animation
Budget: $30–$250 USD
Source: Freelancer Client via Remote / Online. Apply on the source website.
Original
I have a fully built mobile RPG battle game for iOS and Android (React Native / Expo). The game engine, battle logic, UI, and backend are all complete. I need an artist to replace the current placeholder art with polished 3D character models and 2D item icons. This is an art asset delivery job only — no coding, no engine work, no app build required.
The game: Kids equip a champion with armor, weapons, shields, potions, and trinkets, then enter a battle arena. The arena is a top-down isometric view at 55-60 degrees. Champions move and walk around the floor during combat. The game supports both 1v1 (two champions) and 2v2 (four champions) modes. Visual tone is classic dungeon-crawler — warm amber torches, stone floors, atmospheric depth — but welcoming enough for younger players. Think R3F + Spline aesthetic with shaders and lighting.
Deliverables
1. Champion Characters — 16 total (4 classes × 4 tiers)
Each champion must be a complete character: face, body, skin, and armor together. No floating armor shells — the body is not provided separately.
Classes:
Mage (cloth armor) — flowing robes, pointed hood, staff with glowing orb
Rogue (leather armor) — fitted cuirass, knee-high boots, dual daggers
Warrior (chain mail) — chain links, tabard, single sword
Knight (plate armor) — full plate, great helm with visor, heavy sword
Tiers (applied to each class):
Common — plain, muted, worn-looking. No glow effects.
Uncommon — cleaner finish, some added detail, hint of quality
Rare — polished materials, glowing accents, visible enchantment effects
Legendary — rich materials, full particle/glow effects, unmistakably elite
Posed in a neutral stance suitable for isometric top-down display. The arena must comfortably fit four champions simultaneously for 2v2 mode.
Deliver as Spline scenes or GLTF/GLB files.
2. Item Icons — flat 2D renders or stylised 3D renders at 256×256px
Shields (16 icons — 4 tiers × 4 armor classes):
Cloth tier: Twigs Ward, Plank Ward, Oak Ward, Runebound Aegis
Light tier: Buckler, Reinforced Buckler, Iron Targe, Shadowstep Targe
Medium tier: Heater Shield, Kite Shield, Steel Kite, Champion's Kite
Heavy tier: Tower Shield, Bulwark, Fortress Shield, Sovereign Bulwark
Trinkets (23 icons across 4 tiers):
Common (5): Lucky Rabbit's Foot, Cracked Lens, Worn Compass, Stale Biscuit, Pebble of Fate
Uncommon (6): Silver Horseshoe, Trickster's Coin, Whisper Stone, Viper Fang, Storm Bead, Hollow Eye
Rare (6): Phoenix Feather, Obsidian Shard, Moonveil Pendant, Siren Shell, Thornweave Charm, Bloodstone Ring
Legendary (6): Eternal Hourglass, Void Shard, Dragon's Last Scale, Wraith Sigil, The Unbroken Chain, Godtear Gem
Potions (6 icons):
Minor Heal, Major Heal, Minor Rage, Major Rage, Legendary Doom, Shield Brew
3. Battle Arena
Top-down isometric view at 55-60 degrees. Champions move and walk around the floor during combat. Must comfortably fit four champions for 2v2 matches.
Floor — 10×10 unit stone tile grid. Warm torchlight. Cracked and worn stone edges. Optional subtle pattern variation across tiles.
Border — low dungeon stone walls or iron fence ring forming an implied boundary, not a fully enclosed room
Lighting — two amber torch sources on diagonal corners. Slight atmospheric haze or smoke at the edges.
Lighting and atmosphere the artist must include:
Lighting and atmosphere the artist must include: torch glow on left and right walls — warm amber light that pulses softly, casting realistic light pools on the floor; forge pit heat glow rising from below — deep red/orange under-lighting through floor grates; floating embers rising across the arena — small sparks, subtle and atmospheric, not cartoon-style. All glow and lighting should be baked or rendered properly, not flat coloured blobs.
Format: Spline source file + exported GLTF/GLB for 3D models. PNG with transparent background for all icons.
Assets should be organised by category (champions / shields / trinkets / potions / arena) so they can be dropped into the project folder structure directly.
Location & Details
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