Underwater-to-Beach GD Decoration
Budget: $10 – $100 USD
I have already built the layout of a Geometry Dash level that starts deep in an underwater cavern, rises through a lively coral reef, and ends on a sunny beach. What I now need is your decoration expertise to bring every scene to life.
Here’s the mood I’m after:
• The cavern should feel Realistic—dark blues, textured rock formations, subtle light shafts, and moving marine life like fish or jellyfish gliding past.
• As players surface, the scenery shifts to a Vibrant and colorful coral reef packed with corals, animated swaying plants, and bright pulses that sync to the beat.
• The finale transitions into a warm beach with a clear water horizon, gentle waves, and soft sunrise tones.
Throughout the level I want background layers (rocks, coral, horizon), dynamic objects, and well-timed LIGHTS and pulses so the entire run feels alive. Please use the in-game editor’s triggers responsibly to keep object count performance-friendly without losing visual depth.
Deliverables
– A fully decorated .gd level file (or copy-able in-game ID) that follows the three-part theme seamlessly
– Clean object grouping and trigger labeling so future tweaks are easy
– One revision round after first delivery to fine-tune colors, effects, or sync
If you’ve built detailed, performance-friendly GD art before, I’m excited to see your approach. Let’s make this level unforgettable.
Here’s the mood I’m after:
• The cavern should feel Realistic—dark blues, textured rock formations, subtle light shafts, and moving marine life like fish or jellyfish gliding past.
• As players surface, the scenery shifts to a Vibrant and colorful coral reef packed with corals, animated swaying plants, and bright pulses that sync to the beat.
• The finale transitions into a warm beach with a clear water horizon, gentle waves, and soft sunrise tones.
Throughout the level I want background layers (rocks, coral, horizon), dynamic objects, and well-timed LIGHTS and pulses so the entire run feels alive. Please use the in-game editor’s triggers responsibly to keep object count performance-friendly without losing visual depth.
Deliverables
– A fully decorated .gd level file (or copy-able in-game ID) that follows the three-part theme seamlessly
– Clean object grouping and trigger labeling so future tweaks are easy
– One revision round after first delivery to fine-tune colors, effects, or sync
If you’ve built detailed, performance-friendly GD art before, I’m excited to see your approach. Let’s make this level unforgettable.
Related categories:
Graphic Design
Game Design
Animation
Game Development
2D Game Art
Visual Design
Level Design
3D Art