We're looking for a 3D environment artist to create environment assets for 3D hex tile-based strategy game on PC.
The game
It is a deck builder and 3D hex tile map-based strategy game with the focus on a versatile unit ability system and terrain type affected stealth and elevation affected visibility (LOS).
It’s being built in Godot for PC and maybe mobile later.
The studio
Lightconstruct studio is currently a 1 person indie game development team based in Hungary. This is going to be the first game released.
The role
We're looking for a freelance 3D environment or generalist to mainly create 3D tile assets. You'll work directly with Barna Gyömörei and have real input on the look of the game.
- Engagement: fixed-scope project
- Estimated workload: 14 tile assets, average 8 work hrs asset. Deliverables differ a lot in detail and number of props. Like barren desert or snow field vs. dense forest.
- Location / time zone: Remote; at least 2–3 hours overlap with CET preferred
- Communication: Zoom and email, weekly [30-min] check-in, feedback within [48 hours]
Scope of work and deliverables
14 terrain types of 3D hex tile assets including:
- face
- face texture
- props and arrangements
Requirements
- Composition. Each of the 14 terrain tiles is composed mostly by hand in Blender (or equivalent) with its props arranged on the base at authoring time. No runtime prop scattering. What you compose is what ships.
- Style. Art style is semi-realistic. Full PBR materials (albedo, normal, roughness, AO), normal-map detail baked high→low. Not stylized / flat-shaded.
- Format. Deliver all meshes as .glb (glTF binary). Not .fbx, not .obj.
- Dual delivery. (A) Composed tiles: one complete .glb per terrain (15 outputs — Rocky has 2 variations), props arranged on base, ready to place. (B) Component library: each prop and each base also exported as its own separate .glb. Prop origin: every prop .glb exported with its origin at the base / pivot point where it touches the ground. Base origin: every base .glb exported with its origin at the tile centre, on the ground plane.
Revisions: 2 rounds per asset included; extra rounds billed at discussed rate.
Art style and references
Arrangement on screen
Closest example is Faeria. Hexagon-shaped map. Cards in the hands, then placed as units on the map.
Style
Environment representation is the most important. It has to be captivating and powerful.
The map is going to have hexagonal shape in various sizes. Top-down angled isometric 3D view.
I want to achieve the following atmosphere with the environment:
- Lush
- Beautiful
- Strong
- A tiny bit vibrant
- A bit of menacing
Existing art references
Games:
- Environment: Fantasy General II., Old world,
- Elevation system: Preserve.
- Color schemes: Mortal Kombat 10
Movies: Predators 2010, After Earth 2013
What we're looking for
Must have
- A portfolio showing natural 3D environment design at a shippable level
- Experience producing game-ready assets
- Comfort working from written briefs and turning feedback around within the agreed schedule
- Reliable communication in English
Nice to have
- Shipped at least one game, commercial or jam
- Experience with Godot
- Interest in strategy games
We welcome applicants of any background and experience level whose portfolio fits the style.
Budget, payment and timeline
- Budget: 100-120euros per asset with 8 hours work is planned, price should depend on the details and terrain type.
- Payment terms: [e.g. 30% upfront, 40% at midpoint review, 30% on final delivery], paid via [bank transfer / PayPal / Wise] within [14] days of each approved milestone. A paid test, if used, is paid regardless of outcome.
- Applications close: 01.11.2026
- Interviews / paid test: 08.11.2026
- Start: ASAP
- Final delivery: Mid December of 2026
Rights, credit and contract
- Ownership: On full payment, preferably all rights to the delivered assets transfer to Lightconstruct studio for use in the game and its marketing. Exclusive is also negotiable.
- Portfolio use: You may show your work in your portfolio after the game's public announcement / after release.
- Credit: You'll be credited in-game as 3D environment artist and on our store page.
- AI policy: All submitted work must met pre-discussed terms, like what parts and to what degree was AI used for asset creation.
- Contract: We'll sign a short freelance agreement covering scope, payment, rights and confidentiality before work starts.
How to apply
Send an email to with the subject "3D environment artist for 3D hex tile-based strategy game" including:
- A link to your portfolio (ArtStation, personal site, itch.io, etc.)
- 3–5 pieces you think best fit our style, and what your role was on each
- Your rate or a quote for the scope above
- Your availability and time zone
- (Optional) A short note on why this game interests you
What happens next: We'll reply to every applicant after the application window is closed . Shortlisted artists get a [30-min] call and may be offered a small paid test. We aim to decide by 08.11.2026.
Please no unsolicited free work — we'll never ask for it.