This phase of my Unity-based PC game centres on building a full-scale sci-fi level that immerses players in vast, organic alien landscapes. Core mechanics and general art direction are already in place; what I need now is a visually striking scene that feels other-worldly yet optimised for desktop performance. Scope of work The scene should feature sculpted terrain, memorable landmarks, and atmospheric lighting that sell the idea of an unfamiliar planet. I’m deliberately leaning into alien topography—think unexpected colours, bioluminescent flora, unusual geological formations—rather than sleek futuristic buildings or obvious tech hubs. If small technological set-pieces help guide the player, that’s fine, but the environment itself must tell most of the story. Technical notes • Unity 2021 LTS or newer, HDRP preferred. • All shaders and textures must be ready for real-time use on mid-range PCs. • Colliders, navmesh areas, and basic level streaming zones should be set up so my programming team can drop in gameplay elements without rework. Deliverables • A Unity scene file (.unity) with terrain, lighting, post-processing, skybox, and baked lightmaps. • Custom or licensed assets packed in an organised project folder, with attribution where required. • A brief “level cookbook” PDF outlining workflow, terrain settings, and any custom scripts or shader graphs you used, so future iterations stay consistent. Acceptance criteria The level loads in under 20 seconds on a GTX 1660, maintains 60 fps at 1080p, and visually matches the alien-landscape mood board I’ll share once we start. If you excel at sculpting strange worlds and optimising them for play, this is the perfect challenge.