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wiggums

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A member registered Jan 21, 2024 · View creator page →

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(3 edits)

I am seeking a 2D artist to help establish and execute the visual direction for an in-development narrative puzzle game.

The game places players in the role of a government censor working within a dystopian authoritarian regime. Players review letters, newspapers, official reports, and other documents, choosing what information is allowed to reach the public. Their decisions shape an evolving story involving government officials, ordinary citizens, and an underground resistance movement.

I am looking for an artist who can help give the game a distinctive and cohesive visual identity across its cutscenes, documents, interface, and promotional materials.

Responsibilities

  • Develop and refine the game’s overall visual direction.
  • Create 2D environment art for the player’s desk interface.
  • Design visual templates for letters, reports, newspapers, forms, photographs, and other in-game documents.
  • Create character portraits or limited character artwork where needed.
  • Help ensure that important information remains readable and visually clear.
  • Collaborate with the developer to determine practical asset requirements and implementation needs.
  • Potentially assist with promotional artwork, store-page images, and trailer assets.

Ideal Candidate

  • Strong 2D art fundamentals and a portfolio demonstrating a clear sense of style.
  • Able to create polished, production-ready assets for a game.
  • Comfortable working within an established theme while contributing original visual ideas.
  • Strong understanding of composition, hierarchy, readability, and visual consistency.
  • Able to communicate clearly, receive feedback, and work collaboratively.
  • Interested in dystopian fiction, bureaucratic aesthetics, political thrillers, or narrative-driven games.

Preferred Experience

  • Experience creating UI art for games.
  • Understanding of UI layout and basic UX principles.
  • Experience designing icons, panels, menus, interactive objects, or document interfaces.
  • Familiarity with Unity asset preparation and common game-development workflows.
  • Experience creating promotional illustrations or Steam store assets.

Formal UX-design experience is not required. However, the ability to recognize readability problems, unclear visual hierarchy, or confusing interface elements would be highly valuable.

Project Status

The core gameplay is already playable, with the primary remaining work centered around expanding the game's narrative content. The design direction is well established, but there is plenty of room for creative collaboration. Check out the prototype here.

The primary goal is to replace and improve the current placeholder visuals, establish a professional and memorable art direction, and create the remaining assets required for release.

This is a paid remote contract position. Compensation may be hourly, milestone-based, or structured as an agreed asset package depending on experience and availability.

To Apply

Please email your application or questions to jgillettdev@gmail.com.

Please include:

  • A portfolio featuring relevant 2D game art.
  • Examples of UI, interface, icon, prop, environment, or document-related work, if available.
  • Your preferred rate or compensation structure.
  • Your general availability.
  • A brief note describing your interest in the project.
(1 edit)

I'm looking for a Narrative Designer to help create the documents, characters, and branching storylines for an in-development narrative puzzle game.

The game places players in the role of a government censor working within a dystopian authoritarian regime. Players review letters, newspapers, official reports, and other documents, choosing what information is allowed to reach the public. Their decisions shape an evolving story involving government officials, ordinary citizens, and an underground resistance movement.

This role is about much more than writing dialogue. You'll help design interactive narratives where player choices have meaningful long-term consequences.

Responsibilities

  • Write believable letters, reports, newspapers, government memos, and other in-game documents.
  • Design branching storylines.
  • Create memorable recurring characters and side stories.
  • Help establish the world's tone, culture, and political landscape.
  • Collaborate on new gameplay ideas that naturally emerge from the narrative.
  • Organize narrative content so it can be implemented efficiently.

Ideal Candidate

  • Excellent creative writing skills.
  • Strong understanding of branching narrative design.
  • Able to write in multiple voices and styles.
  • Organized and able to keep track of narrative dependencies.
  • Unity Experience
  • Passion for narrative-driven indie games.

Bonus Experience

  • Experience writing for games, especially those with branching stories.
  • Interest in political fiction, mystery, espionage, or dystopian settings.
  • Basic understanding of game design.

Project Status

The core gameplay is already playable, with the primary remaining work centered around expanding the game's narrative content. The design direction is well established, but there is plenty of room for creative collaboration. Check out the prototype here.

I'm also hiring for an artist, so all visuals in the prototype demo are purely placeholder. 

This is a paid contract role with flexible hours. Work can be completed remotely. Compensation can be hourly or milestone-based depending on experience and preference.

Please email your application or questions to jgillettdev@gmail.com.

If applying, please include:

  • A portfolio or writing samples.
  • Any examples of branching narrative or interactive fiction you've created.
  • A brief note about why this project interests you.
(2 edits)

Mythroot is a 2D mining and exploration platformer about descending into a buried world, restoring an ancient magical power network, and uncovering the corruption that disrupted the world's balance. It leans toward atmosphere, infrastructure, and discovery rather than combat,  closer to a mining-and-exploration loop than an action game. At least, currently.


About the project

I'm a Unity/C# gameplay programmer,  I have several years of professional experience in the indie space, and have a self-published project on steam. 

My Portfolio

I've been building Mythroot solo for several months now. What I have created is a short vertical slice demo playable in roughly 30 minutes to an hour. More than just a prototype.

  • Procedural world generation, tile-based mining and block placement
  • Robust entity system for creating dynamic and interactable mechanics.
  • Resource collection -> crafting/upgrade loop
  • A power network system with elevators and map-revealing scanners
  • Grapple traversal, dynamic lighting, hazards, fall damage
  • Cutscenes and NPCs
  • Tutorials, objective progression, and polished menus/UI

Everything you see in the demo right now, characters, tiles, UI, effects, is placeholder art.

What I'm looking for

A pixel artist to help define what Mythroot actually looks like. The current art is purely placeholder, so the visual direction is genuinely open. There's real room to shape the identity of the game, I'm willing to see whatever you've got in mind!

Happy to start small with something like a few tile sprites or a biome pass, to see if the collaboration works for both of us before going further.

Compensation

At this time I'm looking to keep the budget to a minimum, so I'm seeking revenue sharing collaboration only. This may be open to negotiation for the right artist with the right portfolio.

Longer term

If this goes well, I'll be looking for other collaborators down the line (composer/sound, additional art support). Right now, the priority is finding the right pixel artist to help establish the look of the game.

Contact

Respond here if you wish, otherwise email me at jgillettdev@gmail.com. Please include a portfolio or samples, and what rev-share terms you'd want to discuss.

I'm of course willing to share the playable build for anyone wishing to try the project out for themselves before making any commitments.

Well, it took a while, but I've just updated the demo! I think you'll like the changes, but let me know if you give it a shot! 

Thanks for trying it out! I'm getting similar feedback from others as well. I'll be looking into ways of ramping up the difficulty better and making the exact meaning of each of the rules clearer. Thanks again!