[PAID] UI/UX Unity Artist Eastern Ink/Grunge Style
▲ 6 r/INAT

[PAID] UI/UX Unity Artist Eastern Ink/Grunge Style

Position is FILLED, thank you

I’m looking for a UI/UX artist who can also work directly in Unity to revamp and update the existing v1 UI for my indie strategy game, Notoris 2: Warlords.
https://store.steampowered.com/app/2766140/Notoris_2_Warlords/

This is not a ground up UI build. You’ll be improving, refining, and expanding an already playable UI system. I’m looking for someone who can handle both the art/design and in-engine implementation, rather than simply delivering static assets.

Art Style

The UI uses an Eastern black-ink / painterly + grunge aesthetic:

  • East Asian ink painting influence
  • Expressive black ink brushwork
  • Weathered/grungy textures
  • Dark fantasy atmosphere
  • Painterly but modern

Relevant examples of this style in your portfolio are important.

Here are some Inspirations examples:
https://imgur.com/fcYT5ox
https://imgur.com/LuxceAH
https://imgur.com/8OlTwVu
https://imgur.com/2S90abi
https://imgur.com/Z7q71fB

What I Need

  • Revamp existing UI/UX (v1 → v2)
  • Create/refine panels, buttons, icons, layouts, etc.
  • Become largely self-sufficient editing and updating existing prefabs in Unity
  • Balance visual quality with usability
  • Make suggestions / come up with improvements to current UX

I’ll walk you through the project, existing systems, and any more complex Unity setups. I’m not expecting you to figure out everything alone, the goal is that after the initial onboarding, you can handle most UI implementation yourself. That would be a huge weight off my shoulders as I have other features to work on and I'm bad at + sick of UI :p

Budget

$4,000 USD total for the initial UI/UX revamp.

DM me with

  • Portfolio
  • UI/UX examples
  • Eastern ink / painterly / grunge examples
  • Brief description of your Unity proficiency
  • Availability / estimated timeline

I am looking for someone with a high attention to detail. In order to weed out spam please mention bologna anywhere in your DM.

This is a special overlap of skillsets, so I’m specifically looking for someone who can combine strong UI/UX + the visual style + Unity implementation.

If that’s you, I’d love to see your work.

u/FlyingGeneralGames — 3 days ago

Playable Demo up for my ROTK inspired dream game

I’ve been working on this for a while now, basically trying to make the Three Kingdoms game I’ve always wanted to play.

The easiest way I can describe it is ROTK 8 meets ROTK 11 meets Dynasty Tactics meets Total War: Three Kingdoms. It’s an officer-focused grand strategy game with a big sandbox, relationships, armies, resource management, and tactical combat. The base game is a fantasy homage to the 3k period, but there's also a planned 3k overhaul DLC that I am working on in tandem.

I finally have a playable demo up on itch (with the 3k dlc enabled) and I’m looking for some people who are willing to play it and give me some of the first real feedback on it (Either game mode is fine).

Just to set expectations: it’s very early. There’s currently no tutorial, some systems are still rough/incomplete, and you may have to poke around a bit to figure things out. 😅 (Edit:The game is on itch instead of steam because of how early in development I am. Currently I am looking for a smaller feedback group of ROTK fans. Steam demo will come later)

But the core game is playable, and I’d be good to hear what people who love ROTK/3k think of it before I keep taking it further.

If anyone is interested in trying it out, I’d especially love feedback on:

  • Did you have an errors or crashes?
  • Does the core gameplay loop feel fun?
  • Does it feel like a proper ROTK style game?
  • What feels confusing or unintuitive?
  • What systems do you want to see expanded or features added?
  • What if anything feels like it’s missing?

Demo: https://flyinggeneralgames.itch.io/notr2-warlords

If you give it a shot, even 30 minutes of feedback would mean a lot. I’d love to hear what you guys think.

You can post feedback here, on the itch page or in the
Discord: https://discord.com/invite/S4HrqVX9DD

u/FlyingGeneralGames — 4 days ago

Finally solved an old problem - Hobby Feature

Years ago when I was messing around with making a priv server as a hobby project (never launched), I had gotten into old L2OFF C++ src code extensions.

I wrote a system for an In Game Gear Search to let you search a character by name and inspect their gear in game ("Nwatch" if anyone remembers this from back in the day, it was something an old friend wrote for the front end). This was a pain in the ass, but I eventually got it to work.

In Game Gear Search by Name

Then I wanted to add a simple Raid Boss jewel search that would show all owners of boss jewels, and should have been similar and simple, but long story short I banged my head on the problem for weeks, I couldn't get it working (something with w_char Strings and Sql query failing) and finally gave up.

Today I thought, I've got some Fable5 usage credits that will expire soon, lets see if AI can figure this out.

Sure enough, this sucker fixed this complicated bug in 1 prompt that I could never figure out... Couldn't believe it!

Not planning to launch a server, just wanted to share with anyone who might think this is cool.

In Game Raid boss Jewel Search

reddit.com
u/FlyingGeneralGames — 14 days ago
▲ 4 r/INAT

[PAID] LF Unity VFX Artist

Hello,

I am looking for a vfx artist that is familiar with Unity and can update our current "burst aura vfx" to look more realistic instead of cartoony stylized.

Current vfx:
https://youtu.be/Zyhjz4cbvSM

Desired Realistic Look Examples:
https://youtu.be/CnSUDc7UYdU
https://youtu.be/On_JDPJMJv0

Unity Render pipeline:
URP

Please include a price quote for this work and an example of any VFX you've done that matches this look (realistic not stylized). Also to weed out generic spam messages, please mention the text in the Description of the 1st Desired Look Example video somewhere in your message.

There's potential for more vfx work after this. Thank you!

u/FlyingGeneralGames — 15 days ago

What milestone finally convinced you your game was actually fun?

After years of building individual systems, I finally hit one of those "this might actually work" moments.

I recently implemented an Auto Play mode for my grand strategy game so I could let the AI control every faction while I watched the simulation unfold at high speed.

I expected it to mostly be a debugging tool.

Instead, I kept sitting there time and time again just... watching.

Cities expanded. Officers formed relationships. Armies marched. Factions rose and collapsed. Wars started for reasons that actually made sense. It stopped feeling like a collection of mechanics and started feeling like an actual world.

It also exposed dozens of issues I had not noticed otherwise. Population growth was too low, everyone was dying off. A few AI priorities were wrong and they would soft lock themselves. Some resources accumulated too quickly, others too slow. Certain events triggered far more often than they should.

But strangely, finding those problems was encouraging.

Grand strategy games are such a strange genre to develop because almost none of the systems are truly fun in isolation. Economy, diplomacy, AI, combat, relationships, logistics -- they all depend on each other. You can spend months polishing one feature and still have no idea whether the game itself is actually enjoyable until everything begins interacting.

This was the first time I felt like I wasn't watching systems anymore.

I was watching stories emerge.

Still a mountain of balancing and iteration ahead, but this milestone gave me a huge boost of confidence that the core concept is finally coming together.

I wana hear from other strategy devs, what if any was your equivalent of this moment?

u/FlyingGeneralGames — 20 days ago

Added a mechanic that lets you (and NPCs) manipulate relationships, Curious what people think

Hello all,

I’ve been working on an indie grand strategy game inspired by Romance of the Three Kingdoms 8, 11, and Total War : 3k where relationships between generals are a key focal point. I wanted to share a mechanic I’m working on called Sway

In Notoris 2, you play as a single officer, not a nation. One of your main tools is spending influence to shift relationships between other officers. You can push two people together or drive them apart (as long as they have a mutual acquaintance to work through). 

The twist: NPCs are doing this too, even when you’re not looking. So the web of loyalties is always shifting, and part of the game is figuring out who’s quietly working against you. 

Still early in development, but wanted to get this in front of people who'd actually appreciate it. The video linked is a quick example of how you can slander an officers ruler to affect their relation with their lord, and thus their loyalty, then hire them out from under them.

Feedback, good or bad, is welcome . TY!

youtube.com
u/FlyingGeneralGames — 29 days ago

ROTK - different scenario start dates

I am curious how many other 3k fans actually play different start dates for your favorite ROTK games? For example, my favorite start date is 194 and there's a 99% chance I choose this date every time (when possible).

How many of you enjoy playing multiple different start date scenarios? If you're like me and have a favorite and usually only play one - which one do you usually pick and why?

reddit.com
u/FlyingGeneralGames — 1 month ago

What's your all time favorite mod?

Any Total War game, what's your all time favorite mod and why?

I may be slightly biased but I'll go first. I loved this skill tree mod for TW:3k which changed the core design of skill trees to work better with the 5 element system while simultaneously giving every unique officer a custom tree, as well as more variants for generic officers. It just made officers feel way more distinct in their talents & roles.

https://steamcommunity.com/workshop/filedetails/?id=1791575504

u/FlyingGeneralGames — 1 month ago

What ROTK's officer system never quite let you do

In general, most strategy games treat the ruler as the only character who actually matters. Officers exist to serve your plans, follow your orders, maybe grumble a little if their loyalty drops. I always loved thinking about how in the actual Three Kingdoms period, plenty of officers had their own ambitions, grudges, and lines they wouldn't cross, and a lot of similar games flatten that down into a loyalty stat.

In the ROTK inspired strategy game I’m working on, I gave every officer (not just the ruler) a resource called influence, and let them actually spend it to push for what they want.

A couple examples of how this shows up. During your turn, if an AI ally army looks like it is about to do something you really don't want, you can spend influence to take direct control of that unit. It's not free, so you're picking your moments rather than micromanaging everyone.

Similar to ROTK8 and ROTK13 there is a proposal phase, officers suggest assignments for the next several turns and officers voice recommendations to the ruler. But in those games, once an officer makes a suggestion, it was unclear to me if it was really just advice or if the AI ruler valued the suggestion. 

I wanted officers to actually have a meaningful say. So instead of just suggesting, officers can vote on proposals by wagering influence. The amount of influence spent directly affects the AI admins evaluation step. If a proposal passes and the assignment succeeds over the following turns, everyone who backed it shares the reward. If it fails, that influence is gone. AI officers do this based on their own personality and relationships, not just whether the plan is objectively good, so you'll sometimes see two officers who dislike each other both bet against a solid proposal just because they don't trust who suggested it, and the vote actually fails because of it. Likewise your sworn allies will back your suggestions.

The part I like most is that it pulls the game further away from your typical grand strategy, where the core resources of land, gold, or troop numbers matter most. Here, like in many ROTk games the officers themselves are the resource you're managing. Losing a talented officer's trust may cost you more than losing a province. 

Question for other ROTK fans -- how do you feel about this? Did loyalty ever feel like enough to you, or did you also want officers to actually act on their own opinions instead of just reacting to yours?

u/FlyingGeneralGames — 1 month ago

All Under Heaven worth it now?

Haven't played in a while and thinking about jumping back in. All Under Heaven caught my eye but I've seen mixed reviews on it but not much recent ones.

For anyone who's played recently, what's actually good about it now, and what would you warn a returning player about before buying? Trying to figure out if it's worth grabbing now or waiting for a sale/more patches.

Thanks!

reddit.com
u/FlyingGeneralGames — 1 month ago

Some more progress on the ROTK inspired strategy game I'm working on

Hello fellow Three Kingdoms fans!

It's been a while since I last shared my project here, and the mods were kind enough to let me post another update.

Over the past few months I've been working full time on my Romance of the Three Kingdoms inspired strategy game, and it's really coming together. A lot of the core systems are now in place, including Officer AI, Faction AI, Items, Town management, Battles, and a new Officer Assist system that ties directly into officer Rapport (giving those relationships much more strategic importance).

If you're curious how development has been going, I put together a full devblog with screenshots, gifs, and details about everything I've been working on:
https://store.steampowered.com/news/app/2766140/view/689761349249534456?l=english

I'd love to hear what you think, especially if you're a longtime ROTK fan. If you have suggestions, criticisms, or features you'd like to see, I'd really appreciate hearing them.

Thanks for taking a look!

https://preview.redd.it/gexyq6y95ibh1.png?width=2752&format=png&auto=webp&s=a1879b32f72c29101ca13b274cbf0b2b953b43e8

reddit.com
u/FlyingGeneralGames — 2 months ago

Should I rename my "Draconic Bow" before NCSoft notices?

I have a confession...

A lot of my indie game's weapon and armor designs were inspired by Lineage II.

But when it came time to add the best bow in the game...

I immediately thought of the Draconic Bow.

The goal was "inspired by" but.. I mean... it's kinda just the Draconic Bow.

Now I'm wondering... if I could come up with a new name before NCSoft sends a raidboss to my house...? What do you guys think? I genuinely can't tell if this is plagiarism or nostalgia anymore.

u/FlyingGeneralGames — 2 months ago

Seven Star meaning?

What is the significance of the "seven star blade" or "seven star dagger" depicted from the Romance of the Three Kingdoms?

What does "seven stars" mean? I assume it has some cultural significance aside from the literal translation.

What designs were present on the weapon?

reddit.com
u/FlyingGeneralGames — 2 months ago
▲ 9 r/INAT

[PAID] Looking for 2D Map Artist to Expand Existing Territory Map ($2,000 Budget)

Position is Filled. Thank you

I'm looking for a 2D artist to continue work on an existing territory map for a strategy game. The original contract artist did excellent work, but is booked through November and I need this expansion completed before October.

Project Details

  • Expand an existing 2D world/territory map westward.
  • The map is built from a grid of 1024x1024 panels arranged in a 12x7 layout.
    • You will be provided the original source assets to expand upon
  • The western expansion consists of 28 new tiles that need to seamlessly match the existing artwork and style.
  • Reference images of the current map and desired style are included below.

https://imgur.com/IvcM3P1
https://imgur.com/rpBKQjs

Art Style

Can be described as Gritty, Grunge, Muted color tones, Dark meets high fantasy messy eastern ink

Current project

https://store.steampowered.com/app/2766140/Notoris_2_Warlords/

Budget

  • $2,000 total
    • ~ $70 per tile Payments via Paypal

When Applying
Please DM me and include examples of work that are relevant to this project's style.

I'm not an artist myself, so seeing examples that closely match the provided references makes it much easier for me to evaluate portfolios and significantly increases your chances of being considered.

If interested, DM your portfolio, relevant examples, estimated turnaround time, and any questions you may have.

Strong spoken English is a must, as I like to collaborate over Discord voice calls and quickly iterate on feedback throughout the project.

u/FlyingGeneralGames — 2 months ago