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:
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Events
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Bosses
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Different weapons and armor
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Structures / building
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Different biomes and points of interest
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Potentially classes
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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:
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Low-poly characters
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Enemies
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Props
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Environment assets
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Weapons and equipment
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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.



