
3d Mobile Game Assets for UE5.8
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Description
Experience Level: Expert
Mobile 3D endless runner, Unreal Engine 5.8, Android, portrait. Cyberpunk underworld setting. I need a modular environment kit for an in-game faction called Vantian Industries - an authoritarian surveillance megacorp that owns the city's transit system.
The player runs along the track bed at speed; the station is seen mostly from a chase camera behind the character, moving fast. Assets must read clearly at speed.
Art direction
Palette: matte black, dark gunmetal, chrome edging. Crimson red emissive only.
Tone: cold, clinical, oppressive. Brutalist sci-fi - sharp bevelled panels, hard geometry, heavy plating. Not grungy cyberpunk neon; not rusty industrial.
Faction mark: a stylised angular "V" chevron (supplied). Applied to panels, pillars, signage.
Reference images and existing in-game assets supplied - match that style exactly.
Technical requirements - non-negotiable
Format: FBX or GLB. Bottom-origin pivot. Real-world scale, metric (I'll supply exact dimensions per asset).
Poly budget - this is a mobile game:
Modular pieces (walls, floors, ceilings, panels): 500–2,000 tris
Props (bench, cabinet, camera, speaker): 500–3,000 tris
Hero assets (pillar, train, scanner, roof shell): 8,000–12,000 tris
LODs required on everything: LOD0 / LOD1 / LOD2
UVs:
Clean, non-overlapping unwrap
UV0 = texture UVs. UV1 = lightmap UVs, non-overlapping.
Consistent texel density across the kit. No stretching.
Textures - power-of-two, PNG, 2048×2048 max (1024 for small props):
Base Colour
Normal map (state OpenGL or DirectX)
Roughness
Metallic
Emissive mask - greyscale. White = glowing areas only, black elsewhere.
⚠️ Emissive discipline (critical): the red glow must live in a separate emissive mask. Do not paint glow into the base colour. Do not bake lighting into base colour.
Collision: simple box or convex collision only. No per-poly collision.
Modularity: all modular pieces must tile seamlessly — edges must match on repeat, and pieces must snap to a consistent grid. State the grid size you've worked to.
ASSET LIST
Core build assets
Station roof shell - vaulted/arched modular roof over the station hall
Ceiling panel - flat tile for lower covered areas
Support pillar - square Vantian structural column
Wall panel - plain - basic repeating section
Wall panel - vented - with grilles/vents
Wall panel - crest/signage - with Vantian identity area
Wall corner / end cap - finishes wall runs and turns corners cleanly
Platform floor panel - main walking floor, dark wet panels
Platform edge / drop wall - vertical face between platform and track bed
Track bed / rail trench - recessed floor under the tracks, three-lane width
Rail track piec- rails/sleepers, sits on the track bed
Stairwell / corridor entrance frame — portal only, no stairs attached
Stairs - separate stair module
Blast door / sealed doorway - restricted access / blocked route
Train - parked, Vantian livery - station dressing and scale anchor
Secondary detail assets
Hanging station sign - "Sector 07" / "Vantian Central" / "Track 03" style
Billboard / propaganda screen frame — wall-mounted; artwork supplied separately
3-seat bench — modular platform seating
Ceiling light fitting — Vantian linear light, emissive strip
Security scanner unit — checkpoint-style arch
Security camera — wall/ceiling surveillance unit
Route map / information board
PA speaker / alarm node
Vent grille module — reusable, wall or ceiling
Cable tray / conduit bundle — modular run
Utility cabinet / power box
Maintenance hatch / service door
Platform end barrier / safety bollard
Emergency call point / intercom
Kurtis R.
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Last project
21 Jul 2026
United Kingdom
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Could you confirm the grid size you'd like the modular pieces built around, or would you prefer I work to Unreal Engine's standard modular grid?
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