We are seeking a skilled 3D environment or technical artist to create a 3D isometric (2.5D) world map for an indie grand strategy and dynasty game set in 630 BCE. The scope is strictly the Fertile Crescent — a manageable region, not a full world map. The visual target is the Crusader Kings 3 campaign map in its “paper” mode: a tabletop or parchment-come-to-life aesthetic with stylised terrain relief, soft atmospheric lighting, and clean, readable borders for political overlays. The map should feel like a high-quality physical artefact on a strategist’s table, not a hyper-realistic satellite view. Region Scope ▸ Western edge: Eastern Mediterranean coast — Southern Anatolia to the Levant ▸ Centre: Tigris-Euphrates basin — Upper and Lower Mesopotamia ▸ Eastern edge: Western Zagros Mountains and the northern Persian Gulf area Visual & Design Requirements Terrain ▸ Heightmap-based mesh with recognisable mountains, rivers, deserts, steppes, and fertile valleys ▸ Textures: soft “paper” or “clay” feel — readability takes priority over photorealistic noise ▸ Atmospheric lighting: warm, directional, with soft shadows — evokes a physical relief map Province Layout ▸ 100–150 clickable provinces (hard cap 200) defined by natural or historical borders: rivers, ridges, coastlines ▸ Each province must include a relatively flat “hub” clearing at its centre for 3D unit figures (army stacks, diplomats) to sit level without geometry clipping Style References ▸ Historical maps of the Neo-Assyrian and Median spheres of influence c. 630 BCE Technical Deliverables Deliverable Specification 3D Mesh / Heightmap Unity Terrain Object or clean .fbx (Blender / Maya) — max 500K triangles, optimised for real-time rendering Terrain Textures Albedo/Diffuse, Normal, and Roughness maps at 4K resolution Province ID Map High-resolution uncompressed texture; each province assigned a unique solid RGB colour for shader-based interaction and political tinting overlays Scale Reference A 1×1×2 unit dummy block placed in at least 5 representative provinces to confirm terrain scale works for 3D game pieces Source Files Original Blender / Maya / PSD files with organised, labelled layers for future iteration