Part Time
200
32
Jul 28, 2026
Role
Dress modular dungeon tiles so they feel like a real place — dark, readable, and worth exploring — not empty greybox corridors.
You’ll work in Unity on modular dungeon tile prefabs (rooms, halls, junctions, boss/end rooms) using an existing medieval/fantasy prop and material library. Layout and doorway rules stay intact; your job is atmosphere, composition, and player-facing polish.
What you’ll do
-Decorate corridor and room tiles with props, set dressing, and visual landmarks
-Place and tune lighting for mood and gameplay readability (silhouette, threat, pathing)
-Keep navigation clear: no blocking walkable space, doorways, or combat space
-Match a consistent dark-fantasy look across a full tile set (start, corridors, room tiers, unique/secret, boss)
-Iterate from reference screenshots and playtests until tiles feel shippable
-Package work as clean prefab edits that hold up when tiles are assembled into generated dungeons
Must-have skills
-Strong environment / level dressing taste (composition, silhouette, storytelling through props)
-Comfortable in the Unity Editor (prefabs, hierarchy, transforms, lighting)
-Experience with modular kits (tile-based or kitbash environments)
-Eye for performance: don’t over-prop; respect draw calls and collision
-Can take art direction and ship on a schedule
Nice to have
-DunGen, ProBuilder, or similar modular dungeon tools
-Baked / mixed lighting in Unity
-Dark fantasy, Souls-like, or dungeon-crawler portfolio pieces
-Basic understanding of gameplay blockers (NavMesh, triggers, spawn points)
Deliverables
-Decorated tile prefabs ready for dungeon generation
-Before/after screenshots (overview + player eye-level)
-Short notes on any collision, lighting, or doorway constraints you hit
Fit
Contract / freelance preferred. Remote. You’ll collaborate with a small team that already has systems, combat, and art packs in place — we need someone who makes the world look alive for players.