[Hobby] Programmer Looking for a Low-Poly 3D Artist to Make Small Games Together

Hi!

I’m a programmer working on small game projects in Godot, and I’m looking to meet artists who enjoy low-poly / stylized 3D art and would be interested in making games together as a hobby.

Programming, gameplay systems, and technical work are the areas I’m most comfortable with. On the other hand, 3D modelling, character art, and animation are definitely not my strongest areas.

I’m mainly looking for someone in the opposite situation — an artist who enjoys creating things like characters, enemies, props, and environments, but doesn’t necessarily enjoy programming.

This is not a paid position. I do this as a hobby, and I’m mainly looking to meet people in a similar situation who enjoy making games in their free time.

Ideally, I’d like to find people I get along with, make some small projects or game jams together, and potentially build a small indie team over time if we work well together.

I’m also interested in pixel art and 2D games, so I’m definitely open to meeting 2D or pixel artists as well.


What am I currently working on?

My main project at the moment is a survival-crafting roguelike with an extraction-style gameplay loop.

It’s definitely somewhat ambitious, but it’s currently my biggest project and the one I’m consistently working on.

The basic gameplay loop I’m aiming for is:

Gather resources → level up → fight monsters → extract the resources → inevitably die at some point → craft better gear → start another run and progress further

The important difference from a traditional extraction game is that the player is not extracted. The extraction mechanic is specifically about securing the resources collected during the run before eventually dying.

I also plan to include things such as:

  • Events

  • Bosses

  • Different weapons and armor

  • Structures / building

  • Different biomes and points of interest

  • Potentially classes

  • Potentially skill trees

Some of those systems are still ideas and may change during development.


Visual direction

I’m aiming for something simple, readable, colorful, and stylized, rather than realistic 3D.

The general direction I have in mind is a low-poly world with simple characters, enemies, props, and environments that are visually clear and easy to read during gameplay.

Main character concept

Main character concept / visual direction

I’ve already posted some visual examples in the replies below, including the main character concept, the world concept, and the current state of the world-generation framework.

This is roughly the kind of character style and proportions I’m aiming for.

I’d also like characters to be fairly modular where possible, so equipment, weapons, armor, and other visual changes can be swapped without needing a completely separate character model for every variation.

World concept

World concept / target visual direction

I’ve already posted some visual examples in the replies below, including the main character concept, the world concept, and the current state of the world-generation framework.

This is a visual reference for the kind of world I have in mind: different biomes, mountains, rivers, oceans, forests, points of interest, and other areas to explore.

It isn’t intended to represent the final game exactly, but it helps communicate the general direction much better than I can with words alone.


Current state of development

The project is still early, but I already have some of the underlying systems and planning in progress.

I currently have an inventory system implemented, and I’m also experimenting with combat.

Combat still feels quite stiff visually at the moment because I’m testing it without proper animations, finished 3D character assets, effects, and other polish, but mechanically it’s something I’m actively working on.

A large part of my current focus is the procedural world-generation system.

Because I want the game to eventually support different biomes, oceans, rivers, and potentially cave systems, I decided to create a more reusable world-generation framework instead of building everything specifically around a single map.


Procedural world-generation framework

Before starting the implementation, I made a mockup of the kind of tool/interface I wanted to build.

Framework concept

I’ve already posted some visual examples in the replies below, including the main character concept, the world concept, and the current state of the world-generation framework.

World-generation framework concept / target

The idea is to have different sections responsible for things such as:

World layout → terrain → mountains → biomes → rivers → climate → output

The goal is to eventually have a system where I can control those aspects independently while still generating a coherent world from a seed.

The concept image above represents the direction I want the framework to move toward, rather than its current visual state.

Current implementation

I’ve already posted some visual examples in the replies below, including the main character concept, the world concept, and the current state of the world-generation framework.

Current state of the procedural world-generation framework

This is what the system actually looks like at the moment.

It’s still very early, and the interface is intentionally basic because I’m currently focusing much more on getting the underlying generation systems working than on presentation.

At the moment I already have the framework structure, seed-based generation, editable parameters, live preview behavior, and terrain generation running.

There’s obviously still a long way to go before it reaches the concept above, but this is one of the systems I’m currently spending most of my development time on.


What am I looking for?

I’m not expecting someone to immediately commit to a huge project.

I’d actually prefer to start small — make a prototype, a short project, or participate in a game jam together and see how we work as a team.

For me, the most important thing is finding people with complementary skills who genuinely enjoy making games.

If things work well, then we can gradually work toward larger projects together.

I’m particularly interested in meeting someone who enjoys making:

  • Low-poly characters

  • Enemies

  • Props

  • Environment assets

  • Weapons and equipment

  • Possibly animations

You definitely don’t need to be a professional artist. I’m not a professional game developer either.

The idea is to learn, improve, make things together, and actually finish projects.


About the concept images

P.S. Some of the concept mockups above were generated with AI.

I don’t plan on using AI-generated assets in the final game. I only use these images as concept art / visual references to help turn ideas I have in my head into something I can communicate more clearly.

Art isn’t really my strong point, and my own experience is mostly limited to basic pixel art and simple 3D modelling, so these mockups have been useful for defining the visual direction of the project and organizing my ideas.

I know AI-generated artwork can be a sensitive subject, so I just want to be transparent about it.

The AI-generated images are purely concept references, not assets intended for the final game.

The screenshot showing the current state of the world-generation framework is the actual implementation I’m currently working on.


If any of this sounds interesting, feel free to reply or message me.

This is missing a few key details, such as:

  • What kind of project are you trying to make here?
  • What’s your background in making said games so far?
  • Is this a paid position? How much are you willing to pay?

Could you show us some examples?

3 Likes

There is a whole world of 3D stuff on the ‘Kenney’ site, much of it free, and certainly enough to get at least a demo together, once programmed. I use 3D, made in Blender, but have also used Kenney characters and props with success. Here’s a link to the Kenney site; worth a look..?

Kenney Home page …

If you give some idea of what you actually need, I’m sure it would be easy enough to create stuff from scratch, but the brief you have given is vast; much more detail would be required to even offer anything. Does this help at all..? Chum

1 Like

Thanks for the questions — you’re right, I should probably add some of this information to the original post as well.

Regarding payment: as mentioned in the title, this is a hobby project. I’m mainly looking to meet people in a similar situation who enjoy making games in their free time. Ideally, I’d like to build a small team, make some friends in this area, work on game jams together, and potentially develop larger projects together in the future if we work well as a group.

The main project I’m currently working on is a survival-crafting roguelike with an extraction-style gameplay loop. It’s definitely somewhat ambitious, but it’s my largest project at the moment and the one I’m consistently working on.

The basic loop I’m aiming for is:
gather resources → level up → fight monsters → extract collected resources → inevitably die at some point → craft better gear → go back into another run and progress further.

I also plan to have things such as events, bosses, structures/building, different weapons and armor, and potentially classes and skill trees, although some of those systems are still only ideas and aren’t guaranteed yet.

As for the current state of the project, I already have an inventory system implemented, as well as mockups for the character and a general idea of how I want the world and visual style to look.

At the moment, I’m working on a procedural world-generation system/framework. Since the game is intended to use a low-poly world with different biomes, oceans, rivers, and potentially cave systems, I decided it would be better to build a reusable system responsible for generating and managing that side of the game instead of handling everything manually.

I’m also currently experimenting with the combat system. Right now it still feels quite stiff, mostly because I’m testing it without proper animations, finished 3D assets, effects, etc., but mechanically it’s something I’m actively working on.

I’ve included a few images below to give a better idea of both the direction I’m aiming for and the current state of development.

Main character concept
This is a modular character mockup showing the general proportions and low-poly style I’m aiming for.

World concept
This mockup represents the general visual direction I have in mind for the world, including different biomes, terrain variation, rivers, mountains, and points of interest.

World-generation framework concept
This is a mockup I created to help plan how I wanted the world-generation tool/framework to work. The idea is to have separate controls for things such as terrain, mountains, biomes, rivers, climate, and output settings, while being able to preview the generated world.

Current state of the world-generation framework
And this is what the framework actually looks like at the moment. It’s still very early and visually basic, but the underlying system is already running and generating terrain from a seed. I’m currently focusing more on getting the generation systems working properly before spending much time on the interface or presentation.

Last one:

P.S. The concept mockups above were generated with AI. I don’t plan on using AI-generated assets in the final game — I only use them as visual references to help turn ideas in my head into something I can communicate more clearly.

Art isn’t really my strong point, and my own experience is mostly limited to basic pixel art and simple 3D modelling, so these mockups have been useful for defining the visual direction of the project.

I know AI-generated artwork can be a sensitive subject, so I just want to be transparent about it. These images are purely concept art / visual references, not assets intended for the final game.

I’m familiar with the Kenney site, and I did look through it when I was initially searching for assets, but I ended up deciding I wanted to go in a different visual direction and completely forgot about it after that.

That said, it’s definitely worth revisiting, especially for placeholders and prototyping, so thanks for reminding me about it.

As for what I’m actually looking for, I gave a more detailed explanation in my reply to tibaverus above, including the kind of project I’m working on, the current state of it, and some visual examples/mockups.

Hopefully that gives a much clearer idea of what I have in mind.

I’m too young for a job but I can help with storyline for free! If you accept just message me the storyline so far.

1 Like

Thanks a lot for offering to help! I really appreciate it.

At the moment I actually don’t have a story for the game yet. I’m still seeing if I can put together a small team of people who share the same hobbies and interests and would like to work on projects together. This isn’t a job or a paid position — it’s more about collaborating, learning, having fun, and hopefully creating some cool things together.

If I manage to get a team together and move forward with this project (and possibly others), I’ll definitely get in touch with you. Maybe we could even take part in some game jams together in the future!

Thanks this sounds amazing! Just send me a message when you need anything!

1 Like

Do you know Dust3D? It’s MIT, pretty easy to use, ideal for quick Low Poly art. Great for programmers to use with reference. Even has simple animation tooling.

2 Likes

I haven’t heard of it, but I’ll definitely check it out. Thanks for the suggestion! :slight_smile:

1 Like

I personally think it’s good to collaborate and make connections, and also better for the success of the games if people have skilled dedicated individuals rather than “Asset Flips”

I was really interested in joining your project until I saw this, but I don’t trust sloppers for anything ever. If I were you I would never use it to generate mockups, texts, templates, or anything else. It’s really rude to put AI output in a person’s face.