Unity Technical Artist / Developer - High-Fidelity Voxel Vertical Slice (Mobile) Boostbase Group $$
Madfish
Software Engineering, IT
Ukraine · Europe
Project: Afro Adventurer WORLDS
Category: High-Fidelity Voxel Sandbox (Mobile)
Timeline: 30–60 Days
Budget: Fixed Price (Milestone-Based)
🎯 The Vision
We are building Afro Adventurer WORLDS — a culturally grounded, high-fidelity voxel experience that blends:
- Afro-futuristic sci-fi
- Cultural anthropology
- Climate storytelling
This is not a Minecraft clone.
This is a premium vertical slice (30 seconds) designed as a Proof of Life for a larger global project.
The visual direction:
Clean. Quiet. Royal. Cinematic.
⚔️ Core Concept — The Erasure
The world is consumed by The Erasure — a glitchy gray static representing cultural and environmental loss.
Players use a Restoration Engine to reclaim regions of the Global South by transforming erased environments into:
- 24k Gold Chrome architecture
- Obsidian structures
- Lush, restored ecosystems
💥 The Key Moment (Critical Requirement)
The entire project hinges on executing a high-end cinematic transformation event.
The Flow:
1. The Snap
Player places a Gold Sovereign Anchor using a precise grid-based system
2. The Blast
A global shader pulse spreads — layered, patterned (Adinkra-inspired), gold & purple energy
3. The Transformation
- Material swap from gray static → high-fidelity PBR surfaces
- Gold, obsidian, and polished architecture emerge
4. Eco-Bloom
- Procedural foliage growth
- Terrain transforms into lush savanna
- Water systems refill with patterned ripple effects
5. The Connection
A Global Trade Portal (VFX) opens
👉 This moment must feel cinematic, premium, and “expensive”
🧱 Core MVP Requirements
🌿 World & Biome
- One high-fidelity African Savanna/Sahel biome
- Micro-voxel architecture (intricate, not blocky)
- Strong art direction and material quality
🔄 Gameplay Loop
- Search → Gather → Rebuild → Restore
- Functional voxel-based restoration cycle
👤 Sovereign Rig
- Character controller with two states:
- Walking
- Hover-throne (“Sovereign Chariot”)
- Smooth transition between states
- Visual identity:
- Matte-black + gold
- Purple energy system
🧠 Systems & Integration
- Snap-to-grid building system
- Blueprint-based reconstruction
- Resource gathering loop
⚙️ Technical Requirements
- Engine: Unity (HDRP preferred)
- Strong PBR workflow:
- Gold reflections
- Obsidian material fidelity
Rendering & Effects
- Advanced shaders (transformation ripple)
- Volumetric lighting
- Cinematic bloom
- Global illumination
Optimization
- Mobile performance (critical)
- GPU instancing
- LOD systems
- Efficient shader design
📦 Milestones
1️⃣ Foundations
- Biome base
- Character controller (walk + hover-throne)
- Mobile controls
- Resource gathering
2️⃣ Architecture
- Snap-to-grid building system
- Blueprint overlays
3️⃣ Transformation
- Restoration VFX (core moment)
- Trade portal
- Final 30-second high-quality demo video
👤 Ideal Candidate
We are looking for a rare hybrid (Technical Artist + Developer):
- Strong Unity experience (HDRP / rendering / shaders)
- Proven work with high-quality VFX and material transitions
- Experience with voxel systems or grid-based environments
- Strong understanding of mobile optimization
- Ability to deliver cinematic polish, not just functionality
👉 You understand that this project is about impact, not just implementation
⭐ Bonus Skills
- Experience with voxel tools:
- MagicaVoxel
- Voxel Play
- Custom voxel pipelines
- Experience with stylized + high-end rendering hybrid
- Experience building vertical slices or pitch demos
⚠️ Important
This is not a basic Unity task.
We are looking for someone who can deliver cinematic quality under technical constraints.
If you can bridge voxel systems + high-end visual storytelling + mobile performance, we want to hear from you.