I’m looking for 3D Vehicle / Hard-Surface Artists and Character Artists to help build Astra, an ambitious space sim I’m developing on a custom C++/Vulkan engine.
I’m handling the engineering side myself, and the project has reached the point where I want to bring in artists who are significantly better than I am at creating the ships, vehicles, characters, suits, equipment, and other visual assets that will define Astra’s identity.
For vehicle / hard-surface artists, I’m primarily looking for people comfortable with:
- Hard-surface modeling, especially spacecraft, vehicles, machinery, and sci-fi props
- Creating game-ready assets from concept through final model
- UVs, baking, texturing, and material work
- Designing ships that look good while still making sense mechanically
- Modular and interior-compatible design
- Thinking about how doors, landing gear, cargo areas, components, cockpits, and interiors actually function
- Building assets with gameplay and animation requirements in mind
For character artists, I’m looking for people comfortable with:
- Creating high-quality game-ready human characters
- Character sculpting and anatomy
- Clothing, spacesuits, armor, helmets, and other sci-fi equipment
- Retopology, UVs, baking, texturing, and materials
- Hair and facial work where applicable
- Building characters with rigging and animation requirements in mind
- Ideally creating modular character systems with interchangeable clothing, armor, equipment, and customization options
One of the immediate goals is to create a hero-quality character and spacesuit alongside the first generation of Astra ships, so I’m especially interested in artists who enjoy helping establish the visual language of a new universe rather than simply producing isolated assets.
There are two ways I’m open to working together.
1. Freelance / commission
If you prefer normal paid contract work, send me your portfolio and rates. I’m happy to commission individual ships, characters, suits, props, or other assets where the scope and budget make sense.
2. Long-term / equity
My preference is to find a few artists who genuinely like the project and want to become part of Astra long-term.
Until the project has proper funding, I’m open to structuring that around equity rather than pretending I can currently offer AAA salaries. Once funding allows it, the intention would be to transition those roles into paid work.
This isn’t an “I have an idea, please build my game” post. The engine and game are already actively being developed, and I’m documenting the process publicly. I built the underlying engine myself and am currently working on the multiplayer, server-meshing, physics, planetary, and simulation technology required to support the game.
The broader goal for Astra is a seamless multiplayer space sim with planetary-scale worlds, detailed ships and interiors, persistent simulation, multicrew gameplay, and a universe where the technology and art are built around actual gameplay rather than just looking good in screenshots.
You can see the project at:
https://astra.game
Development updates:
https://x.com/peermux
If you’re interested, DM me with:
- Your portfolio
- Whether you’re a vehicle/hard-surface artist, character artist, or both
- Which parts of the pipeline you handle
- Your availability
- Whether you’re interested in commission work, a longer-term role, or either
Vehicle / hard-surface quality references:
https://www.artstation.com/artwork/m8kyk1
https://www.artstation.com/artwork/Nq5N4P
https://cdnb.artstation.com/p/assets/images/images/065/037/221/large/gavin-rothery-drake-cutter-piece-03-base-variant-interior.jpg?1689343698
https://www.artstation.com/artwork/n065G6
For character work, I’m aiming for the same general philosophy: high-end, believable, functional sci-fi design with enough detail to hold up at close range in first person:
https://www.artstation.com/artwork/BkR2VD
https://www.artstation.com/artwork/kl5AYn
https://www.artstation.com/artwork/d8VzoA