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dillon_1

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A member registered Jul 12, 2025

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Merchanteer is not just a merchant simulator or RPG, it’s a fully simulated world. 

The southern isles has two factions, the friendly merchant led faction of Freeport and the non-player pirate faction. The NPC merchants wake up every morning leave their residences around the Freeport controlled southern isles and trade cargo all day, sometimes roaming pirates intercept them or friendly ports get seized by a pirate raid, maybe you as the player liberate a pirate owned port and open it back up for trading, maybe you sink or save a friendly NPC, any one of these actions influences the cargo economy, each port having a supply/demand model, and if the player makes it to a port that is in proximity to a pirate controlled area, their profit margins on cargo is very high (simply because the NPC merchants fail to make it there). 

To further add to the strategic value, each island is handcrafted but procedurally placed at the inception of each game save, making every play through unique. The end goal is complete liberation and control of the southern isles, the player starts with a couple small cannons and a small sloop. To progress one must harvest rare resources from trees and rocks around the map, craft cannons, ships and tools with a modular/deep resource system, strategically trade cargo and complete quests for NPCs. 

No matter where you are on the map, the world persist, NPCs on the far side are engaged in combat, an island gets seized, the game changes. This is the alive, player driven, unpredictable and unscripted world you and many other players have been waiting for.

We are far into development, having most of these features functional and showcased (although I’ll note that there is need for polishing). Our kickstarter pre-launch does the best job at explaining more about the game and project, even if you do not wish to be a backer, I highly suggest at least checking it out. As we say on there, starting now, we wish this game to be shaped by the community, driven by the community, so please join our discord so you can be apart of that. Im posting here not only for outreach but also for feedback, ideas and questions. 

If your interested look here for more info and to be part of the community: 

https://linktr.ee/GlowDriftStudio

Merchanteer is not just a merchant simulator or RPG, it’s a fully simulated world. 

The southern isles has two factions, the friendly merchant led faction of Freeport and the non-player pirate faction. The NPC merchants wake up every morning leave their residences around the Freeport controlled southern isles and trade cargo all day, sometimes roaming pirates intercept them or friendly ports get seized by a pirate raid, maybe you as the player liberate a pirate owned port and open it back up for trading, maybe you sink or save a friendly NPC, any one of these actions influences the cargo economy, each port having a supply/demand model, and if the player makes it to a port that is in proximity to a pirate controlled area, their profit margins on cargo is very high (simply because the NPC merchants fail to make it there). 

To further add to the strategic value, each island is handcrafted but procedurally placed at the inception of each game save, making every play through unique. The end goal is complete liberation and control of the southern isles, the player starts with a couple small cannons and a small sloop. To progress one must harvest rare resources from trees and rocks around the map, craft cannons, ships and tools with a modular/deep resource system, strategically trade cargo and complete quests for NPCs. 

No matter where you are on the map, the world persist, NPCs on the far side are engaged in combat, an island gets seized, the game changes. This is the alive, player driven, unpredictable and unscripted world you and many other players have been waiting for.

We are far into development, having most of these features functional and showcased (although I’ll note that there is need for polishing). Our kickstarter pre-launch does the best job at explaining more about the game and project, even if you do not wish to be a backer, I highly suggest at least checking it out. As we say on there, starting now, we wish this game to be shaped by the community, driven by the community, so please join our discord so you can be apart of that. Im posting here not only for outreach but also for feedback, ideas and questions. 

https://linktr.ee/GlowDriftStudio

Im a big fan of the environment and mood it lets off. Almost a bit liminal and nostalgic, and the monsters actually scared me when they started coming faster then I could reload and shoot. Great gam jam submission 

(1 edit)

Hi everyone! We’re GlowDrift Studios, a small but ambitious indie team working on Merchanteer, a semi-realistic open-world merchant & privateer simulator built in Godot.  

The Role

We’re looking for a 3D artist to work with geometry nodes in Blender to create island terrain efficiently using noise, color ramps, and similar methods, then paint blendmasks that feed into our custom Godot island-generation pipeline. Our tools automatically populate terrain masks with meshes such as rocks, grass, and foliage, but the artist will shape the final look and layout of the islands.

The role also includes island layout design. This covers placing docks, cargo stations, and NPC merchant houses, designing areas for props and environmental storytelling, developing the main island into something elaborate and alive, and keeping smaller islands simple but functional.

Scope of Creative Control

The position provides creative freedom within prebuilt tools and workflows. The artist will define how the islands are structured, how locations are connected, and how exploration flows, while staying within the established gameplay loop and art style.

Other team members are already working on ships, NPC houses, unique buildings such as a blacksmith and tavern, characters, and props. The work in this role will bring these assets together into complete islands.

Our Progress & Team

We have multiple completed assets and most core systems are already functional from a technical perspective, with coding work ongoing since the summer. The team also includes dedicated members handling legal and marketing, video editing, graphic design and UI, music and sound effects, as well as several 3D artists.

Compensation

We can pay either revenue share or cash-per-task. Revenue share is preferred for this role due to the level of creative influence it carries, but it is not required. All interested artists are encouraged to reach out regardless of payment preference. Please note we are a moderate-to-lower budget studio.

Communication

Voice calls in English will be required for training on the tools and for weekly team meetings.

Interested?

If this sounds like a role for you, please reach out to me on discord directly (username bnt12) or through email at dillon@glowdriftstudios.com. Please share a few samples of your work, especially anything procedural, terrain, or layout related. 

Come help us shape the islands of Merchanteer and leave your creative mark on the world!

(1 edit)

Project: Merchanteer

Engine: Godot (C#)

Target Platform: PC (Steam)

Team Size: 4-6 (4 are revenue split) (Developer, Artists, Composer, Marketing/Business/Legal)

Compensation: Cash Per Task or Revenue Share

About the Project

Merchanteer is a 3D open-world merchant and privateer simulator set in a stylized, 1800s-inspired Caribbean. Players explore an island chain, harvest resources, trade cargo, craft ships and cannons, and defend or liberate ports from pirates.

The game is already playable. 

  • Core systems like crafting, sailing, trading, combat, NPC merchants/pirates, and persistence are fully implemented.
  • The technical side is very far ahead; art is currently catching up.
  • First gameplay trailer planned for late September.
  • Full release planned for early December.
  • We aim to raise more funding after the first trailer.

What We’re Looking For

UI Artist

  • Overhaul the game’s menus and interface.
  • Designs can be simple as long as they match the stylized look.
  • Many elements can be reused.
  • Must be able to design cohesive, thematic UI in a stylized low-poly aesthetic.
  • Cash payment only for this position.

3D Artist

  • Model and texture environmental assets, buildings, props, and characters.
  • Stylized low-poly models optimized for performance.
  • Bonus if you can help with UI or modular asset creation.
  • Cash per asset or revenue share if committing until release.

Animator

  • Animate characters and ship sails.
  • Smooth, stylized animations that match the tone of the game.

Why Join

  • Core gameplay is complete — your work will shape the game’s visual and presentational quality.
  • Good portfolio booster with an immersive world, trailer in September, and release in December.
  • Flexible compensation:

    • Cash per task
    • Revenue share for long-term collaborators
  • Creative freedom while working with a committed, organized team.

This is a development trailer showing many of the gameplay features (note: all the art is being overhauled) 

How to Apply

Send:

  • Portfolio or examples of your work
  • Your availability
  • Your preferred compensation model

Discord: bnt12

Email: dillon@glowdriftstudios.com

Hello! I think you would be a great match for my teams project, feel free to look at my recent itch post to see details 
/t/5187966/looking-for-a-level-designer-for-stylized-caribbean-island-low-poly-1800s-era

(2 edits)

Project: Merchanteer

Engine: Godot (C#)

Target Platform: PC (Steam)

Current Team Size: 5 (Developer, Artists, Composer, Marketing/Business/Legal)

Compensation: Flexible (Revenue Share, Paid Tasks, or Hybrid – see below)

About the Project

Merchanteer is a 3D open-world merchant/privateer simulator inspired by the 1800s Caribbean. Players explore a stylized low-poly island chain, harvesting resources, trading cargo between ports, crafting ships and cannons, and defending/liberating Freeport ports from pirate control. The game is already playable, and most of the core systems (crafting, sailing, trading, combat, resource harvesting, etc.) are fully implemented.

You can watch our early prototype dev trailer here (note: visuals are being overhauled):

What We Need

We’re looking for a Level Designer to help design and build the main island, which serves as the player’s starting point and central hub. This island should feel alive, structured, and immersive, while maintaining a stylized, low-poly aesthetic optimized for performance. NPC behavior is a major part of the game’s atmosphere and is already largely implemented, so the island layout should support pathing, interactions, and ship mechanics. Beyond those functional needs, the visual design and layout of the island are entirely up to you, this is a chance to creatively define the heart of the game world.

This includes:

  • Designing the layout of the main port town, vendor areas, docks, housing plots, and nearby resource zones
  • Sculpting terrain and placing props/structures (we’ll provide 3D assets or work with you to create them)
  • Keeping design modular, lower to mid poly, and performance-friendly
  • Collaborating closely with the lead dev and art team (creative freedom encouraged)

The rest of the islands in the game are much simpler and more repeatable, we may even use proc gen. This main island is where the design vision really matters. 

We are now working toward our first gameplay trailer. We’re planning to launch a Kickstarter and start community building after either the first or second trailer, depending on how the visuals come together.

Requirements

  • Experience with level design or environment layout
  • Comfortable with Blender
  • Understanding of low-poly/stylized art styles
  • Able to design natural-feeling outdoor areas and small town-like settlements
  • Bonus: Familiarity with Godot or Unity-level workflows

Compensation

We’re flexible and open to what works best for you:

  • One-time payment for defined tasks
  • Hybrid (modest cash + revenue share)
  • Full revenue share if you want to be a core team member long-term

All revenue shares are contractually backed and tied to task completion milestones.

How to Apply

Please reach out with:

  • Portfolio or examples of your work (especially if you’ve done environment/level design)
  • Your availability
  • Your preferred compensation model

Discord: bnt12

Email: dillon@glowdriftstudios.com

(2 edits)

A little while back I posted about my game project and got a few great responses. One of those turned into a committed artist, and together we’re now working toward our first gameplay trailer. We’re planning to launch a Kickstarter after either the first or second trailer, depending on how the visuals come together.

The technical side of the game is far ahead of the visuals. I worked on the project solo for the first two months, during which most of the core programming was completed or brought close to completion. This includes persistence systems, sailing, crafting, harvesting, ship combat, and friendly merchant and pirate NPC logic. A lot of work has gone into making sure the game feels solid under the hood.

Our team right now is just me (developer) and one artist. We recently started working under the name GlowDrift Studios. We’re now looking for one more 3D artist and a music composer to help push this project to the next level as we prepare for public-facing content and crowdfunding.

About the Game

Merchanteer is a 3D open-world merchant and privateer simulator built in the Godot engine, written primarily in C#. I’ve been working on it full-time for the past two months. The game is already playable, and you can check out development progress through the video on my YouTube channel (linked below), but please note that we are currently working on overhauling the art entirely, so just focus on the systems. 

Core Gameplay Loop

The game centers around:

  • harvesting resources
  • crafting tools, cannons, and ships
  • trading cargo in a dynamic economy by playing the role of a merchant sailor. 
  • defending your ship from pirate attacks
  • building new ships or adding better cannons to your current ship for trading or combat
  • defending or retaking ports from pirate control to reopen cargo trading opportunities. 

Each port has its own economy that shifts depending on pirate influence. You’ll compete with merchant NPCs who trade in the same world as you, creating an active, evolving trade network. It’s an ambitious project for a small team, but a large amount of it is already working.

Why I’m Posting

The game’s systems are strong, but its visuals and audio are still behind. With help from a second 3D artist and a music composer, we can bring the project’s presentation up to the level of its systems. That would free me up to focus even more on mechanics, content depth, and world systems.

With a little more support, we could also produce proper trailers, gameplay clips, and other marketing material in time for a public-facing campaign. It would help a lot with getting the game noticed and improving its chances of success.

This isn’t just about asset creation. I’m looking for people who want to leave their mark creatively. You’d be helping shape the world and tone of the final game.

Looking For

3D Artist (Part-Time or Full-Time)

  • any of the following: modeling and texturing  world/environment props, ships, buildings, interiors and island (port) design. 
  • Our style is stylized lower poly, if you reach out we can send images of what we have done / are using for inspiration. 
  • The game is being developed in Godot. You don’t need to be an expert and I’m happy to help if you’re new to it, but familiarity with the engine is definitely a plus.
  • bonus if you can help with UI or create textures. 

Music Composer / Sound Artist

  • Music for the short gameplay trailer we are currently working toward, and a theme song for the main menu (one track can possibly accommodate both)
  • optional: ambient music or soundscapes for in-game use
  • we can discuss style if you are interested, however there is a lot of creative freedom. 

Compensation Options

I understand this is a big ask. The compensation can be tailored depending on your preferences and the size of the tasks:

  • one-time cash payment for smaller work (short tracks or specific assets)
  • hybrid (modest cash payment per task plus a small revenue share to make up for possibly below market cash payments)
  • full revenue share 

Contact Info

If you’re interested, please include a portfolio if you have one, a general idea of your availability, and what sort of compensation model you’re looking for. Open to chatting either way.

Discord: bnt12

Email: dillon122@icloud.com

YouTube: https://www.youtube.com/watch?v=GvEVrmvXJUQ

Thanks for reading. If this sounds like something you’d want to be part of, feel free to reach out.

**Update: Thank you for the many great responses and inquiries, we have filled the music composer position but are still looking for 3d artist(s). Please reach out if you are interested!

Merchanteer is a 3D open-world merchant and privateer simulator built in the Godot engine and written primarily in C#. I’ve been working on it full-time for the past two months, and it’s already in a playable state. You can check out current progress through the two videos on my YouTube channel (linked below).

Core Gameplay Loop

The core gameplay centers around:

-> Harvesting resources 

-> crafting tools, ships and cannons 

-> Trading cargo in the live cargo economy and defending your ship from rogue pirates 

-> Crafting new ships that can carry more or are better for combat 

-> Defending friendly ports against pirate siege or retaking ports from pirate control. 

Each port operates on a dynamic supply and demand system, with payouts and cargo needs shifting based on the pirating faction’s influence across the region. You’ll also interact with friendly merchant NPCs who participate in the trading loop, creating a more immersive and competitive economy.

It’s an ambitious gameplay loop for a solo indie dev, but most of it is already functional. Late-game systems like port conquest, questlines, and an overall objective progression are planned for August. I believe I am on track to release a polished single-player version on Steam by late September or early October.

Why I’m Posting

That said, I’m not satisfied with the game’s current modeling, texturing, or world design.

With help on the artistic side, the game’s marketability could be improved significantly, freeing me up to focus more deeply on expanding the game’s systems, mechanics, and backend, where my strengths lie. That added time could be spent creating more refined progression, deeper simulation mechanics, and broader content variety, all of which would increase both the quality and scope of the final product.

It would also open the door for myself or other team members to work on high-quality marketing materials, such as polished trailers and gameplay clips, things that are currently out of reach due to time constraints. All of this combined would greatly improve the game’s overall presentation, discoverability, and ultimately its chance of success and revenue.

More than just asset creation, I’m looking for someone who can offer creative input, someone with a strong artistic sense who’s excited to help shape the game’s direction and leave their mark on the final product.

I’m Looking For

  • 1–2 collaborators to join the team
  • Someone who can handle:
    • 3D modeling
    • Texturing
    • Environment/world design
    • UI/art polish
  • Open to a revenue share agreement
  • Potentially co-founding a small studio for logistics/structure

I’ll be working full time through August, then part-time as I return to school but I’m fully committed to launching this in a polished state.

If You’re Interested

  • Please include your skills, portfolio (if you have one), and how much time you can commit
  • Feel free to include your compensation expectations, or we can discuss that later

I completely understand that joining a project without upfront compensation is a big ask. If it’s not a good fit, I totally respect that. But if this is something you’re excited by and want to help shape a promising game heading toward release, I’d love to hear from you.

Contact Info:

Discord: bnt12

Email: dillon122@icloud.com

YouTube (trailer):

Notable Features Already Implemented

Harvestable Environment

  • Trees and rocks can be harvested for resources
  • Resources respawn after a few in-game days

Dynamic World Persistence

  • All key game data is saved/loaded from a database daily, including:
    • Player stats and inventories
    • Player ships and ship inventories
    • Tree and rock states
    • NPC money, ships, and status
    • Port ownership and cargo economy state

Hostile AI & Merchant NPCs

  • Pirate ships patrol and attack nearby targets
  • Merchant NPCs run cargo between ports alongside the player

Resources & Crafting

  • Resource shops allow buying/selling of harvested materials
  • Crafting system can be used to craft tools and cannons
  • Materials are flexible – any combination of wood and metal can be used for any of this crafting and will be shown visually. 

Ship System

  • Sailing mechanics with wind, fire cannons by side while driving, control cannons individually. 
  • Player-owned ships can be spawned and customized

A bunch of unmentioned smaller features that tie everything together.