r/gameDevClassifieds

▲ 181 r/gameDevClassifieds+8 crossposts

I finally finished the new trailer for my cozy colony sim, WildRoot. I'd love to hear what you think.

I've been working on improving WildRoot's first impression and recently finished a new trailer.

It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.

I'd really appreciate any feedback—especially on the pacing, music, and whether the trailer makes you want to learn more about the game.

u/Remarkable-Ice-8608 — 8 days ago

Looking for 50 Artists to each create 1 icon/post stamps for our game

Hey there!
We are 2 game developers from Germany, and are soon releasing a 2D game on Steam.
Part of our game are post stamps. Whats amazing about post stamps is their vastly different styles, created by so many different artists.
So far we have been using placeholders/stock icons, but for the release we want to replace them.

We despise the use of AI art, so we are looking for 50 real artists to each create one icon/post stamps for our game!
The post stamps each have a motif, mostly nature themed (e.g. apple, mushrooms, feathers) but also miscellaneous items (battery, candle, star).

If you are interested, shoot me a DM, ideally with some of references of your art style (trying to get a big variety), and I’ll get back to you! :)

reddit.com
u/Moraiel — 10 days ago

[PAID] Musician Needed for 2D Retro Side Scroller

Hello! We are Double Team Studios, and we are currently looking to commission music for our upcoming, 2D side-scrolling game.

What We're Looking For

NES-inspired compositions with modern electronic production.

We are looking for a composer who can create original, loopable, upbeat, energetic, melodic music that evokes the sound and spirit of classic retro games while using a more modern production palette.

What we’d like to hear:

  • Strong melodies that can be hummed or whistled
  • Energetic rhythms that complement fast-paced gameplay
  • Bright, punchy electronic instrumentation
  • Arpeggiated or sequenced harmonic parts
  • A sense of forward momentum
  • Modern production with a deliberately retro musical vocabulary

Music We Like

Melody / Composition References

Games from the era with compositions we like:

  • Ninja Gaiden II (NES) - The Parasprinter, Battling Precariously
  • Mega Man 3 (NES) - Snake Man
  • Kirby's Adventure (NES) - Green Fields

Games after the era with compositions we like:

  • La-Mulana - Fearless Challenger (SSCC)
  • La-Mulana 2 - Hell Hymnal

Production / Sound References

These are some more modern examples of the retro but more modern feel we’re looking for.

  • The Mummy Demastered - Salt and Sepulcher
  • LukHash - Copyparty Memories
  • _ensnare_ - Null to Zero

What we are not looking for

  • Strict NES soundfont recreation with limited channels
  • Ambient style music
  • Cinematic or orchestral scoring
  • Melody-light atmospheric tracks
  • EDM where the melody is secondary to the beat
  • Unfocused retro music that relies primarily on nostalgia rather than strong composition
  • AI generated or assisted music

Commission Details

We are open to discussing the exact number and length of tracks, looping requirements, instrumentation, delivery format, and budget with the right composer.

When responding, please include:

  1. Your portfolio with retro, chiptune, electronic, or video-game music samples
  2. A shortcut or direct link with a track you’ve made that sounds like what we’re looking for
  3. Your typical rate for commissioned game music
  4. Your availability/timeline

We are particularly interested in hearing from composers who love classic video game music! We will try to respond back to everyone, but depending on the number of responses we get back it may take some time.

To ensure a faster response, please point us directly at samples you think matches what we’re looking for!

You can post a comment or DM us directly.

Thank you!

- Double Team Studios

**EDIT. We would once again like to thank this community for the huge amount of responses and communications! We have a huge bundle of music to listen to and many responses to write. We will do our best to respond as quickly as we are able, so if we haven't responded to you just yet, please know we are actively listening to samples and will get back to you as soon as we are able!

reddit.com
u/DoubleTeamStudios — 11 days ago
▲ 41 r/gameDevClassifieds+1 crossposts

[PAID] 3D Hard-Surface Artist for Game-Ready Sci-Fi Spaceship — Potential Ongoing Work

UPDATE: The position is covered. You can send me anyway your portfolio with mandaroty some spaceships or space-themed assets if I can fit you. Please avoid if you don't work that part.

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!

u/MapacheD — 14 days ago