Optimized Unity Forest Skirmish Map
Budget: $30 – $250 USD
I’m building a bite-sized 5 vs 5 shooter for mobile and now need the playable arena: a dense yet streamlined forest map created in Unity 6 using URP.
Scope and vision
• Theme: forest terrain with natural cover—fallen logs, rocks, and a modest central clearing that drives quick engagements.
• Scale: small, promoting two-minute rounds rather than long exploration; think roughly 120 × 120 meters of playable space.
• Visual target: medium-detail assets—readable textures and balanced poly counts that still feel lively on screen but keep draw calls low for older Android/iOS devices.
Technical focus
• Unity 6 URP scene, baked lighting and occlusion culling already configured.
• Use LOD groups, texture atlasing, and efficient colliders (mostly primitives) so the map stays under 150 MB memory footprint on a 3 GB RAM phone.
• Navigation mesh and clear spawn points for two teams plus neutral objective zones.
• No third-party plugins outside the Unity package manager; everything must be free-to-use or custom-made.
Deliverables
1. Unity package (.unity scene, materials, prefabs) ready to drop into my existing project.
2. A brief setup note explaining layers, tags, and any custom shaders.
3. Performance report (built with Unity Profiler on a low-tier test handset) that confirms stable 60 FPS.
Acceptance criteria
• Scene opens without errors in a fresh URP project.
• Average in-game FPS ≥ 60 on Adreno 610/GPU Mali-G52 class devices.
• Lightmaps, LODs, and colliders properly assigned; no missing references.
Once the map passes these checks, I’ll integrate weapons and game logic on my side. Looking forward to adding your forest battleground to the game!
Scope and vision
• Theme: forest terrain with natural cover—fallen logs, rocks, and a modest central clearing that drives quick engagements.
• Scale: small, promoting two-minute rounds rather than long exploration; think roughly 120 × 120 meters of playable space.
• Visual target: medium-detail assets—readable textures and balanced poly counts that still feel lively on screen but keep draw calls low for older Android/iOS devices.
Technical focus
• Unity 6 URP scene, baked lighting and occlusion culling already configured.
• Use LOD groups, texture atlasing, and efficient colliders (mostly primitives) so the map stays under 150 MB memory footprint on a 3 GB RAM phone.
• Navigation mesh and clear spawn points for two teams plus neutral objective zones.
• No third-party plugins outside the Unity package manager; everything must be free-to-use or custom-made.
Deliverables
1. Unity package (.unity scene, materials, prefabs) ready to drop into my existing project.
2. A brief setup note explaining layers, tags, and any custom shaders.
3. Performance report (built with Unity Profiler on a low-tier test handset) that confirms stable 60 FPS.
Acceptance criteria
• Scene opens without errors in a fresh URP project.
• Average in-game FPS ≥ 60 on Adreno 610/GPU Mali-G52 class devices.
• Lightmaps, LODs, and colliders properly assigned; no missing references.
Once the map passes these checks, I’ll integrate weapons and game logic on my side. Looking forward to adding your forest battleground to the game!
Related categories:
Mobile App Development
iPhone
Android
Game Design
3D Modelling
Unity 3D
Unity
Level Design