Unity Map Creation for Game Development

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Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted2 hours ago
https://40.gigafile.nu/0928-b9e59c0e438c486eb0821835860615ae4
https://40.gigafile.nu/0928-bf6b9a0697508b712bb2a37f23611892a

In MOVENTSYSTEM (above), the process involves placing the floor according to the map blueprint as shown here, and then applying terrain to it.
The maps you’ll be creating will include indoor environments (such as caves), as shown in the video below.
As for the size of the maps, while the size varies depending on the map, the largest one spans three layers of the *New World Tree Labyrinth* map.
The Unity version is 6000.3.9f1.

Here is an example of a map blueprint.
As you mentioned, for areas without floors, the background placement can be significantly simplified (though I believe the areas adjacent to the floor will require detailed work).
https://assetstore.unity.com/packages/3d/environments/fantasy/toon-deserted-temples-295189
This is the type of asset I have in mind.

Also, regarding the blueprint I mentioned earlier—just for reference and to ensure fairness—
since the walls are drawn with consistent rules as grid boundaries, it seems the blueprint can be imported directly into a 3D image. Using that method, the basic framework could likely be completed very quickly.
The result would likely look something like this.

Even for outdoor dungeons, such as those set in forests, the method of drawing the blueprints is the same; the only difference is that these wall sections would simply be replaced with thickets of trees,
for example.
If we proceed this way, I believe the framework can be created quite efficiently. As for the lighting and the placement of decorative textures, those are matters of artistic judgment, but using this method, I believe you’ll likely be able to complete a project of a satisfactory standard within the deadline.

While there are no differences in terms of 3D maps, the assets used, or the blueprints, would it be acceptable if the camera angle were slightly adjusted from the map—for example, to an angle similar to that in FF9 (since there are various Dragon Quest titles, I’d say FF9 is the closest comparison)? *I don’t think the angle will change much. The workload will remain the same.
While you can certainly create 3D maps in Unity, would you also be able to handle the entire program? That’s what a programmer does.
If you’re able to do that, we’ll consider adding additional work to the order.

FF9

It’s roughly like this, so there might not be many changes…
By the way, our flagship title is the software mentioned above, “The 257th Element.”
https://store-jp.nintendo.com/item/software/D70010000081864
game design 3d rendering 3d modelling 3d animation unity 3d 3d design game development unity
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