I will design low poly stylized open world maps in ue5


About this gig
Hello amazing buyer,
A player crests the ridge you built, the camera pans across the valley, and their eyes either land on something a ruin, a tower, a shape that doesn't belong or drift past nothing and they turn back. That's the entire test a low-poly open world has to pass, and most artist never build toward it.
My process runs a Horizon Hook pass before anything else, in whichever engine your project runs on: I place 3-5 named landmarks first, block sightlines toward each one from the paths a player will walk, then dress the terrain around them. Nothing gets textured until the hooks are confirmed visible from ground level, not a top-down blockout view.
I build the Horizon Hook pass to prevent that every zone has a reason to pull a player toward it. Delivered with full LODs so it holds frame rate on Switch tier hardware and mobile, full commercial rights included.
Kindly share more the details and reference for your project so we can get started and build an environment that put player in awe
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Silva Campos
UE5 and Unity Environment Artist
- FromBrazil
- Member sinceAug 2026
- Avg. response time1 hour
Languages
English, Spanish, Portuguese
FAQ
Do you build this in Unity or Unreal?
Either. The Horizon Hook pass and LOD setup work the same way in both; just name your engine when we start
Will my world feel empty like a lot of low-poly maps do?
No, the Horizon Hook pass exists specifically to prevent that; every zone gets a landmark before dressing starts
What platform performance can you guarantee?
LODs and collision are set for the platform you name up front, including Switch-tier hardware
Can you match a specific game's tone (Sable, A Short Hike, etc)?
Yes, send reference and I'll match palette and silhouette style before blocking begins

