Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.
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Posted by Unvanquished Development on
Unvanquished is a free, open-source FPS game with RTS elements, facing off technologically advanced humans against monstrous aliens. Players can choose either team, and must maintain a base while attempting to destroy enemy base structures. Humans rely on a broad variety of weapons and futuristic equipment, while aliens utilize claws, poisonous bites, and more.
The game itself is under highly active development, with monthly alpha releases made on the first Sunday of each month, bringing new artwork, gameplay, and engine features to the community. Pre-alpha began September 2011, and our first alpha release was March 2012. We have made more than forty alpha releases since then, and we expect to reach beta sometime next year.
Here are a few articles to give a sense of what we've been up to as a project:
Our project receives regular coverage on major sites like Phoronix, where we have been praised for the quality of our artwork for an open source project. The team behind Unvanquished is an international one, and developers range from experienced hobbyists to professionals contributing their free time, all of whom are centrally coordinated on our IRC channel and forums.
We presently have concept art for multiple weapons that need to be modeled. It would be desirable if you could provide the assets for a firing effect as well, but this is not a requirement. We may also be able to offer hard surface props if you are interested in doing a human base structure or map objects.
Our engine supports diffuse, specular, and normal maps, with emissive (glow) and gloss (roughness) maps being optional. The renderer offers a variety of effects, including bloom, rim lighting, SSAO, heat haze, soft particles, and more. Polycount limits (in triangles) are negotiable per-model, and can be discussed.
To get a taste of our art style, look at the screenshots above, as well as the ones on our site. A few examples of our weapon concept art can be found below.
We are always looking to expand our team, and currently we would like to finish our asset base to help bring us closer to beta next year. Although all positions are unpaid due to the non-commercial, open-source nature of the project, you will be fully credited for your work and it will be an excellent portfolio opportunity. The amount of time you can commit is up to you.
If you are interested, feel free to email me directly at email@example.com with what you are interested in working on and a few examples of your work. This can either be your personal website, or a few attachments of images of things that you've made.