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[2D VFX] [PAID] Looking for Unity VFX Artist experienced with Shaders ($25-35/hr)

A topic by EntangledRedPanda created 16 days ago Views: 321 Replies: 7
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(6 edits) (+1)

Hey everyone!

I've been developing a 2D arena shooter game with bioelectrical creatures in Unity, for over a year now. I'm targeting a demo release on Steam late December or early January. I'm looking for a VFX artist to help with development.

The game features bioelectric creatures, various gun types from energy-beam weapons to shotguns and rocket launchers, bioelectric shields, dashing + down-thrusting, and enemies that can wander the whole map to chase you.

Much of the core art and gameplay is already implemented. I'm looking for someone who can both polish existing art with VFX and add new VFX (ex. improve the draft visuals of a large beam/energy-burst weapon, add missing muzzle fire/smoke to weapons, add environment particles from wind to glowing dust for specific levels, improve lighting/glow, etc.).

Budget: $25-35 USD/hour based on skillset, up to $5,000 total

Here's a few brief screenshots of existing art/VFX. I'm happy to share more visuals of the game over private messages.
https://drive.google.com/drive/folders/1i4hJMJXDCMp8wSYzE73mJo_GlDcrtkpy?usp=sharing

Weapon VFX
I've currently drawn and implemented 11 weapons with recoil, the majority of which have rough VFX and need polishing. I'm looking for help adding muzzle flashes, improving projectile/beam effects, impacts, sparks, trails, explosions, and other weapon-specific polish where appropriate.

Bioelectric ability VFX
I'd like help creating additional ability visual effects, including:

  • A new ground pound/slam effect that complements the bioelectric down-thrust in game (see screenshot 4).
  • A new area-stun damage effect that complements the bioelectric dash (see screenshot 1).

Environmental VFX
Some environments need additional atmospheric particle work.

For example, one level takes place on a heavily damaged/exploded bridge with fires.  It could use polished effects for smoke, fire and embers, wind/debris, etc.

What you get:
- $25-35/hr, based on your skillset (negotiable)
- A clear visual direction with existing art, but I can grant you lots of creative freedom and am open to hearing any creative suggestions/ideas you have.

Good fit
You're a good fit if you enjoy creating 2D visuals with shaders in a game engine (ideally Unity, but engines like Godot or GameMaker are totally fine!).

You should definitely have:
  - experience creating Shaders and using particle systems
 - be able to share past-work of visuals you created inside game engines that you're proud of (2D or 3D)
 - basic knowledge about optimizing shaders/materials (ex. batching)
- some experience with 2D lighting

I'm looking for a long-term collaborator: someone who can average at least 10-12 hours a week, most weeks (exceptions are fine), to make steady progress. Someone who is open to collaborating for 3-4 months, enjoys discussing ideas back and forth, and thrives with creative freedom. If the game's demo does well, we could continue collaboration further and even consider revshare then.

 The first week or so would be a test/trial-period (paid still) to see if the collaboration goes well for both sides. 
 
Nice to have (optional but let me know!):
- experience with Unity URP (Universal Render Pipeline)
- 2D art background
- coding background

If you're interested, feel free to message me on Discord (@glacionninja) or reply here. I'm in the following Discord servers: IndieGames and r/GameDev, if you need a mutual server to message me.

In your message, please share any images/videos/links to your past work, your experience with shaders + particles, and how many hours you can commit consistently most weeks.

Thanks!

Hi! I’m interested in the 2D VFX Artist position. I’m sharing my 2D VFX work and would love to help create weapon effects, energy effects, particles, and environmental VFX for your Unity game.

Portfolio: https://www.artstation.com/artwork/vz2go3
Discord: carljohnson0017

Hey! I’d be interested in helping polish the VFX for your arena shooter. Weapon effects, bioelectric abilities, and environmental particles are exactly the kind of work I’d enjoy contributing to. I’d be happy to share my previous work and discuss my availability.
Portfolio:https://www.artstation.com/artwork/zzD6kq

Discord: rendercraft88

Scammer

(1 edit)

Hi! I'm interested in collaborating on your project. The bioelectric and atmospheric VFX direction looks really interesting, and I'd love to help polish and create new effects for the weapons, abilities, and environments.

I have experience with VFX and game art, including particle effects and visual effects work, and I'm available for a longer-term collaboration.

Here is my works [https://www.deviantart.com/tunnyfunny]

Looking forward to hearing more about the project!

Hey! I saw your post looking for a VFX artist for your Unity 2D arena shooter game I specialize in creating custom shaders particle systems and polished combat visual effects. I'd love to help bring your bioelectric abilities and weapon effects to the next level.  Are you open to discussing your VFX pipeline and what you're looking for in the trial week?

DISCORD: bimplee

MY PAST WORK: https://www.artstation.com/artwork/kNxDZK

Sent you a req on discord

Your itch.io post of 18 August, [2D VFX] [PAID] Looking for Unity VFX Artist experienced with Shaders: /t/6808660/2d-vfx-paid-looking-for-unity-vfx-artist-experienced-w...


On the 11 weapons that need polish: the cheapest way through that list is not 11 separate effect passes. Muzzle flash, beam core, impact spark and trail are the same three or four material behaviours with different parameters. We would build one small set of shaders (an additive beam with scrolling noise, a radial flash with per instance colour and lifetime, an impact decal with a soft dissolve) plus one flipbook atlas, then drive every weapon from material instances on top of them. That turns "polish 11 weapons" into "author four materials and then tune 11 parameter sets", and it is also what keeps draw calls flat when six enemies and a rocket land in the same frame.


One question, because it changes the whole approach. Is the game on URP with the 2D Renderer and 2D lights, or on built in? If 2D lights are in, the glow on beams and muzzle flashes should come from emissive materials plus one bloom pass, and lights stay for gameplay readability only. If they are not, every glow has to be baked into the sprite and the atlas has to be authored differently. Getting that the wrong way round means doing the weapon pass twice, so I would rather ask than assume.


On competence: we are a co-development studio in Cyprus, and real time VFX with custom shaders is one of our standing lines. Three clips from our own title, all captured in engine:

Boss ability circle attack: https://drive.google.com/file/d/1WwR2dlMQ2xUGcuXuPXEN6-2Vi8WpEAng/view

Burning aegis impact: https://drive.google.com/file/d/1Dzc9-wsKrdYb5JTUksyfgPB5HfBsrWyJ/view

Fires and time of day: https://drive.google.com/file/d/12gOaCOSEAFnnlhUsEedT8yloaAwhETQH/view


Best regards,

Sergey