LUCID GAME SERIES

3D art commissions for a round-based zombies FPS

Lucid Zombies is a solo-developed shooter built on a custom engine. Every piece of shipped art is made by a human artist. That's a hard studio policy, and it's why this page exists. We're commissioning the full asset set below, paid per asset, at rates you name.

PAID: per asset, name your rate 100% human-made art policy Realistic style, AAA quality bar Engine-agnostic FBX / GLB
How to apply Detailed briefs & schematics provided to shortlisted artists.

The project

A round-based survival FPS in the spirit of the classic zombies formula: waves, a points economy, buyable weapons, and a main quest. The fiction is dream technology gone wrong: players are physically inside a nightmare version of a research facility. The visual identity is realistic rendering with a purple/blue signature for anything dream-related. Weapon and prop designs follow an "inspired, not replica" rule: real-world basis, changed silhouette, no trademarked trade dress.

  • Quality bar: modern AAA zombies-mode quality. We'd rather commission fewer pieces at that level than many below it.
  • You get real credit: shipped, visible work in a commercial game with a public no-AI-art commitment.
  • Clear briefs: every item below has a written spec, references, and where relevant, drawn schematics.

The asset list

Everything we're looking to commission. Quote on any subset: a single hero piece, a category, or a bundle. Items tagged DREAM-TECH are the franchise's signature pieces and get the most screen time.

Weapons

Twenty-six firearms plus two signature devices. Each entry lists its real-world basis. Deliver the "inspired, 20% off" version: recognizable class and handling, original silhouette details. Animating parts (slides, bolts, magazines, triggers) separated and named.

Pistols 4 items
NameModeled after
M1911Colt 1911 (real designation, faithful is fine)
X1-7Glock 17 class: polymer striker pistol, original details
M93Beretta 93R class: 3-round-burst machine pistol with folding foregrip
.357 MagnumClassic large-frame revolver
Shotguns 4 items
NameModeled after
Coach GunSide-by-side double barrel
PZ-12SPAS-12 class: dual-mode combat shotgun
Trench GunWinchester M1897 class: WW1-era pump with heat shield
AH-12AA-12 class: full-auto drum shotgun
Assault rifles 4 items
NameModeled after
XR-14AR-15 / M4 class
XK-47AK-47 class
FXSFAMAS class: bullpup, shifted proportions (distinctive silhouette, keep it original)
SCX-14SCAR class: keep clearly distinct from the real one
SMGs 4 items
NameModeled after
MHP-5MP5 class: must diverge visibly from the real gun
PPSh-41The real PPSh-41 (historic, faithful is fine)
MAC-10MAC-10 (defunct maker, standard use)
OMP-445UMP-45 class: same divergence rule
LMGs 4 items
NameModeled after
X60M60 class
XPKRPK class
N248-SM249 SAW class
PKXPKM class
Rifles & snipers 4 items
NameModeled after
.50 CalBarrett M82 class: anti-materiel rifle
KrenchovDragunov SVD class
X24M24 class: bolt action
X21M21 class: semi-auto DMR
Launchers & tacticals 4 items
NameModeled after
RPGRPG-7 class
X72-LM72 LAW class: collapsible tube launcher
DecoyOriginal tactical: a thrown device that flashes and makes noise to draw the horde
Dream BombOriginal tactical: a grenade whose blast visibly tears the floor away beneath enemies: dream-tech design language, purple energy
Signature devices 2 items: DREAM-TECH
NameDesign brief
PPDDThe "Portable Portal Deployment Device": a hand-held, miniature-looking version of the facility's Portal Machine (listed below). Same design language: machine cluster, emitter arms, purple dream-fabric energy. Not based on any existing game's device.
The PrototypeLooks like a piece broken off the PPDD, a smaller and weaker sibling of it. Visibly the same family, visibly incomplete: exposed internals, improvised grip.
Weapon extensions, quoted separately if you want them: "Enhanced" variants of each weapon (an upgraded dream-energy treatment), attachment sets (foregrips, sights, stocks, extended magazines), and optional mastery camo textures.

Characters

HERO

The operative

A modern soldier with a full-face visor (think sleek, sealed, Tenet-adjacent, no exposed face), an oxygen tank on the back and a tube running to the mask, with interchangeable visor colors. One body serves two jobs: full-body third person, and the same model rendered neck-down for first person. The player must see their own legs and body when they look down, not a floating pair of arms.

HORDE

Zombie variants

The facility's former staff: scientist and lab-tech zombies in torn coats and scrubs, plus some military guard variants. One special named guard variant ("Clause") that reads distinctly at a glance. Humanoid rigs compatible with standard retargeting.

Machines & devices

DREAM-TECH

The Dream Machine

The series' signature device: an earpiece-dispensing machine. One model, reused at several scales in-game (a full-size unit and a small variant with a faint blue treatment). Appears in the opening cutscene on a table, so it holds up close.

DREAM-TECH

The earpieces

Small hero props used constantly: the game's pickups and its core fiction. Need to read beautifully at close range with an emissive glow variant.

DREAM-TECH

Enhancement holograms

A set of eight floating holographic glyphs, one per upgrade machine, e.g. a white cross ringed in red for the health upgrade. Clean, readable at distance, consistent as a family. Delivered as meshes or emissive planes per our spec.

DREAM-TECH

The Portal Machine

The game's centerpiece device: a cluster of machines and articulated arms, all aimed inward to form a human-sized oval space. When activated, that oval fills with a portal (the portal effect is ours: you build the machine). It anchors the most important room in the game.

HERO

The lab centerpiece

A landmark for the central lab, one of two directions (your read welcome): a living tree growing indoors beneath a skylight, or an elaborate ceiling-hung machine with quiet menace. It's the room players circle all game.

Environments

CUTSCENE

The starting room

A U-shaped, high-tech briefing room for the opening cutscene. Drawn schematics provided. Modest footprint, high finish. It's the first thing every player sees.

OPTIONAL: BIG TICKET

The full laboratory

If the price works, we'd like a quote on a bespoke build of the entire research-lab environment (rooms, corridors, dressing) as an alternative to our modular kit build. Quote it as its own line, genuinely optional, and scope is negotiable.

Specs & deliverables

  • Formats: FBX or GLB, engine-agnostic. No engine-specific packages required.
  • Textures: PBR metallic-roughness, 2K–4K source resolution.
  • Budgets: game-ready real-time meshes; per-asset triangle guidance in each brief.
  • Weapons: animating parts (slides, bolts, mags, triggers) as separated, named meshes.
  • Characters: humanoid rigs compatible with standard retargeting; face rigs not required (masks and visors by design).
  • Rights: discussed per piece; we don't need exclusivity on most items and price accordingly.
Our pipeline is proven: we import, test in-engine, and give feedback fast. You'll see your work running in the game, not sitting in a folder.

How to apply

This is paid, per-asset commission work. You name your rate on the pieces you want. When reaching out, please include:

Individual artists

Portfolio or relevant work · your rate for the pieces you're quoting · estimated turnaround · preferred communication platform.

Studios & teams

All of the above, plus your team structure, QA workflow, and how many revision rounds your process includes.

Reply in the job thread where you found this, or email cl.friedman@ctsidedtech.com.

A detailed production brief, workflow guidelines, and schematics are shared with shortlisted artists to support accurate estimates.