Slonge Games

3D Artist, freelance

Make the chunky, low-poly heroes, monsters and worlds of our mobile games. Remote, freelance, with a small studio that ships.

Freelance contractRemote, EuropeBlender → UnityPosted 19 October 2026

Apply at careers@slonge.games

The role

Slonge Games is an independent mobile game studio. Our first game, Bonestorm Survivors, is a survivors-like horde survival roguelike in closed beta: one hero, hundreds of skeletons, 7 worlds and 11 heroes. Three more games are planned after it: a tower defense game, a crowd runner and a frozen-city survival builder.

We are looking for a 3D artist to give all of them their look: characters, creatures, bosses, props and environment kits in a stylized, chunky low-poly style. You will work directly with the person building the games, see your models in a playable build within days, and help set the art direction for the games that come next.

What you will make

  • Characters and creatures: heroes, enemies and bosses, modelled and textured so they are ready for rigging and animation (clean topology at the joints, sensible pivots and proportions).
  • Hordes that read at a glance: enemy types that stay recognisable at 1 to 2 centimetres on a phone screen, with hundreds of them on screen at once.
  • Props and environment kits: modular, tileable pieces for biomes such as graveyards, frozen hollows, bogs, beaches, lava forges, desert ruins and crypts, plus towers, roads and cities for the games after Bonestorm.
  • Skins and variants: costume and colour variants of existing heroes, and key poses for store art and marketing.

Style and budgets

Think chunky, friendly, faceted shapes with bold silhouettes and flat or softly graded colour, in the family of stylized low-poly packs such as KayKit. Readability from a top-down camera on a small screen matters more than detail.

AssetTypical budget (guide, not a rule)
Hero or bossAbout 3,000 to 6,000 triangles, one material
Horde enemyAbout 500 to 1,500 triangles, since hundreds share the screen
PropAbout 50 to 800 triangles
TexturesShared colour-palette atlases (256 to 1024 px) rather than unique maps; no normal maps needed

Pipeline: Blender for modelling and UVs, FBX or GLB export, Unity with the Universal Render Pipeline on iOS and Android. Rigging and animation are a plus, not a requirement.

What we look for

Must have

  • A portfolio of stylized 3D game art, ideally low-poly, with wireframes or triangle counts shown.
  • Solid modelling and UV fundamentals in Blender (or another tool with clean FBX/GLB export).
  • Experience making assets for real-time engines within a budget.
  • Clear English for written async work, and reliable delivery against agreed milestones.

Nice to have

  • Rigging and simple animation (idle, run, attack, hit, death) for game characters.
  • Unity experience: importing, prefabs, URP materials.
  • Mobile games experience, especially roguelikes, survivors-likes, tower defense or runners.
  • Character concept sketching.

How we work

  • Freelance contract. Work is agreed in batches of assets with a clear brief, a budget and a date.
  • Fully remote. You can be based anywhere in the EU, the EEA, Switzerland or the United Kingdom. We work asynchronously, with a short call when it helps.
  • Fast feedback. Your models go into a playable build quickly, so you see them in the game, not just in a viewport.
  • Credit. You are credited in the games you work on.

How to apply

Email careers@slonge.games with:

  • a link to your portfolio (ArtStation, Sketchfab, Behance or your own site), pointing us to 3 to 5 pieces closest to this style;
  • your availability and your rate (per day, per hour or per asset);
  • your time zone.

No cover letter needed. We read every application and reply to each one. If it looks like a fit, the next step is a short call about a first batch of assets.

Questions before applying? Write to careers@slonge.games. Read how we handle your application data in our privacy notice.