Environment Concept Artist

Remote · Open

Seedbound is a turn-based roguelike strategy game, targeting a 2028 Steam release. I'm the developer running a funded, one-person studio (me!) alongside a small team of contract artists. My game has distinctly themed areas which I call "biomes". I've built two biomes with placeholder models I made myself, but I'm not a pro. I'm looking to invest in a concept artist that is excited about creating these kinds of environments! Your concepts would be handed off to a 3D modeler to build modular pieces, then I will bring those models into the game and use them to generate Seedbound's levels.

Screenshots & design reference

Seedbound's environments are stylized low-to-mid poly. They use chunky, smooth forms combined with some hard edges (not the "every triangle visible" look). Characters and creatures are cel-shaded, and the world is softly lit from above, with hard cel-banded rings from environment lights like torches and magic.

What I'm looking for

You would design Seedbound's 8 biomes! Some example biomes are: a lush forest with rivers running through, a dark library with bookshelves lit by floating lights, or fields of wheat at golden hour. You would also design Seedbound's 2 towns, where the player can freely explore and visit residents in their homes.

This would be about 45-50 deliverables (up to a year of work), delivered biome by biome. Ideally that's about one biome's worth of work (3-5 deliverables) per month, so the 3D modeler always has designs to build from. The first town comes right after the two existing biomes, and the second, smaller town comes last. I'm happy to go faster if you have the capacity. The deliverables are:

Technical details

Seedbound's levels are randomly generated on a 2 m tile grid. My level generator assembles them from reusable pieces (wall tiles, floor tiles, props, decals, etc), so for your biome designs, you'll be designing a collection of these reusable pieces.

So, this leads to the design constraints below. I explain this in detail in the style guide that I'll share for the pilot, so it is hopefully less scary than it sounds!

Seedbound's levels are mostly seen from a fixed high-angle camera (the "tactical camera"), with an occasional low, side-on close-up. So, for example, a tree should look good from a top-down angle and still hold up from the side. On the other hand, Seedbound's two "town" areas are seen from a more typical third-person camera and are not randomly generated, so these can be designed a bit more freely.

Style

Seedbound's overall mood is fantastical, nostalgic, wholesome, and quirky. I want people to feel good while playing it!

Style references: The games Tunic, Death's Door, and The Last Campfire have styles that I feel are good matches for the look I'm going for in this game's environments. I will send a more detailed style guide for reference with the paid pilot (see below).

What I'll provide

Terms

AI policy

No AI-generated content please! This includes tracing over AI-generated images or related techniques. It is important to me to keep all art in my game 100% human-created. If you do use AI for any part of your working process, please describe how you use it in the application form.

As safeguards:

How to apply

Fill out the short form: https://tally.so/r/A71O8N (should take about 5-10 minutes). I'll review applications as they come in, and will choose 2-3 pilot candidates by October 16th.

Note: Even if you already applied to the creature concept artist listing last month, feel free to apply to this one too if you think it's a good match!

Apply now

Thanks for reading!