Dragon Ball 3D Game Developer
Budget: $2 – $8 USD
I’m building a fully-fledged Dragon Ball fan game that runs on PC, consoles and mobile devices. The vision is a seamless open-world experience packed with story quests, raid-style boss fights and a rebirth mechanic that keeps players grinding for ever-stronger forms. Everything will be rendered in 3D, so I need someone who can handle both the programming backbone and the modelling pipeline from start to finish.
Here’s what I’m expecting you to take charge of:
• World & level creation – design and populate explorable maps that feel true to the Dragon Ball universe.
• Character, enemy and environment modelling in 3D, complete with rigging and animations.
• Core gameplay systems – movement, combat, quest tracking, boss AI and an XP-based rebirth loop.
• Cross-platform builds and optimisation for PC, current-gen consoles and modern iOS/Android devices.
• Networking hooks (even if we launch single-player first) so multiplayer can drop in later without a rewrite.
I’m open to whichever engine you work fastest in—Unity, Unreal, Godot—so long as it can export cleanly to all three target platforms and deliver smooth performance on mid-range hardware.
Acceptance criteria will include a playable slice featuring one explorable zone, at least one boss encounter, functional quests and the first iteration of the rebirth mechanic, running at 60 fps on PC and comparable frame rates on target consoles/mobile test devices.
If you’re confident you can code, build and model this world into existence, let’s talk milestones and timelines.
Here’s what I’m expecting you to take charge of:
• World & level creation – design and populate explorable maps that feel true to the Dragon Ball universe.
• Character, enemy and environment modelling in 3D, complete with rigging and animations.
• Core gameplay systems – movement, combat, quest tracking, boss AI and an XP-based rebirth loop.
• Cross-platform builds and optimisation for PC, current-gen consoles and modern iOS/Android devices.
• Networking hooks (even if we launch single-player first) so multiplayer can drop in later without a rewrite.
I’m open to whichever engine you work fastest in—Unity, Unreal, Godot—so long as it can export cleanly to all three target platforms and deliver smooth performance on mid-range hardware.
Acceptance criteria will include a playable slice featuring one explorable zone, at least one boss encounter, functional quests and the first iteration of the rebirth mechanic, running at 60 fps on PC and comparable frame rates on target consoles/mobile test devices.
If you’re confident you can code, build and model this world into existence, let’s talk milestones and timelines.
Related categories:
Game Design
3D Rendering
3D Modelling
3D Animation
Game Development
Coding
3D Model Maker
DesignBuilder
3D Rigging
VFX Art