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[HIRING] Technical Artist Consultation - Stylized 3D Isometric Tower Defense Game (Three.js, WebGL, Blender)

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Description
Hello! I'm a solo dev working on an isometric tower defense game in Three.js. I am looking for a technical artist for a short, paid consultation before I hire an artist or three for a batch of 3D towers. Heads up: I am very much a beginner at a lot of this, so you may be explaining some things like I'm five. And then again like I'm four. I'm going for a sketch-like style with hand-drawn imperfect lines, distinct outlines, and simple shading. A lot of black and white with each tower having some accent colors and the rest of the color coming from animations and effects. Think the [Take On Me music video]([link] mixed with a little bit of the Borderlands art style. I don't know if that's helpful. I think I just wanted to link that music video. The game may have 50+ towers on screen at a time along with animated enemies, so the art needs to stay consistent and files can't be, you know, huge. I have concepts for the towers, but I'm 100% open to suggestions. FYI as a broke-ish solo dev working on a hobby game, some AI is involved (e.g. starting meshes), but I want the artwork and aesthetic to come from an artist. Things I need help with and/or would like to discuss: * Figuring out the best way to create the sketch lines and shading in Three.js - Defining a short style guide for future artists - Reviewing my proposed Blender-to-game workflow and a few existing assets - Setting model, texture, material, and LOD targets - Planning reusable tower bases and simple tower animations - Creating a clear checklist for future artists and exports - Any tips, tricks or general wisdom you'd like to impart What I'm hoping for: - Quick review of the materials I provide before the call - One 60-90 minute video or voice call (ideally Discord) - A short written summary and asset checklist - One 15-30 min follow-up call I am looking for someone with experience in Blender, game-ready 3D assets, stylized materials, optimization, and GLB/glTF expor
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