MoonAttic is a project crafted from love and will, a team of developers based all around the world, designing games that combine our melting pot of diverse cultures, influences and passions. Our challenge is to deliver new, breathtaking experiences for the players to lose themselves in; from the gamers for the gamers. MoonAttic is unlike anything you've ever seen: we focus on you, and we strive to create different, engaging environments filled with more adventures than you have ever dreamed of.
This job was posted over 30 days ago. This means the position is now most likely filled & no longer available.
Programmers located Anywhere.
Posted by MoonAttic Games on
Hey everyone. I’m the lead writer and narrative/mission designer of an indie game dev group, and we’re currently in the early stages of developing a First Person Shooter in Unreal 4.
The game is a gritty and visceral FPS (title under wraps) with a strong focus on story and writing, diverse and challenging gameplay and memorable and unique campaign level and mission design.
Epic campaign and deep characters.
Open-ended level design.
Player freedom in gameplay, many playstyles.
Brutal and unforgiving combat.
ATTACHED AND LINKED (due to file size) ARE A FEW SAMPLES OF OUR TOP QUALITY WORK.
Attached to this post is Character Concept Art + 3D Character Modelling work, specifically arms for the FPS view of the vertical slice.
More than happy to provide detailed documentation as well (GDD) and samples of the mission screenplays to any applicant that gets in touch.
Lead Writer, Narrative/Mission Designer –17 Months
Project Manager – 4 Months
Business Manager – 14 Months
Environment Concept Artist – 8 Months
Character Concept Artist – 8 Months
3D Character Artist – 13 Months
3D Weapons Artist – 7 Months
3D Rigger – 8 Months
We are currently in discussion with multiple potential candidates for the 3D Animator position, and once the vertical slice is completed we will bring aboard the 3D Level Designer.
Additional Info on Compensation:
The programmer and animator are the last two pieces we need for the vertical slice. Once that has been completed, we will begin with the first stage of funding, which is composed of many stages. Multiple avenues will be tackled to maximize profit and thus salaries – first we will begin with social media, building up a fan base through interaction and regular updates and showcases of our work and progress etc. Donations will be the first opening stage of funding, then we will move on to Grants (such as the Unreal Grant), then Crowdfunding (utilizing the fan base built) and, of course, Investors.
We already have one investor ready to go, and even now could credibly target the grant and crowdfunding with what we already created, but we’re choosing to be patient so as to maximize our profits with a satisfying quantity of samples and a demo – we already have the quality down and its reception so far has been great, but we want to truly achieve our full potential and not feel as if we could’ve done better. It’s simply a matter of when, not if. This will very much be a regularly paid salary position after that point, and naturally all work up to that point will also be fully compensated.
C++ Unreal 4 Programmer
Skill and experience with C++
Skill and experience with UE4
Skill and experience with Blueprints
Skill and experience with Algorithms
Skill and experience with Data Structures
Responsibilities will consist of programming gameplay logic and mechanics, and at this early stage really constructing the technical foundation of the game.
This is a remote position, we all communicate via skype (for now, will probably move onto something like Discord in the near future, after the vertical slice completion).
If you’re interested, want to see more of/learn more about the project, or just have any questions, please don’t hesitate to hit me up.