Unvanquished (several positions available!)
I'm kharnov, the public relations lead for the Unvanquished project. We're involved in the highly active production of a 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.
We've been building upon our goal of producing a free game that's highly polished and provides an excellent experience for over a half year, developing alpha releases that are released at the beginning of each month. Community involvement is a strong point of our project, with a free exchange of ideas and concerns between the development team and the playerbase. Our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists.
Our game has been featured on Phoronix, and has been included in the PlayDeb repository. On SourceForge, we have surpassed 11,000 downloads, with many more added to the total each week.
If our project interests you, we are currently seeking developers with one or several of the following skills:
Whether you have a passion for bringing monstrous alien beings to life or enjoy designing highly advanced weapons, there's a position for you! Most of our modeling team is acquainted with Blender and Maya, but as long as your modeling program can export in the Wavefront .obj format, it should be fine. Being able to animate your own work is appreciated, although not a requirement. Alternatively, if you are skilled at animation but are not interested in modeling, you can choose to create animations for some of our current models.
- The Quake .md5 format is used for our models, but as long as you can export to the .obj format, any program can be used to create models for our game.
- Being able to animate is desirable, but not a requirement.
- Concept art can be provided, but you are also free to create designs of your own, which we will provide helpful feedback on.
From texture work to interface design, this broad field encompasses all of the other visual components of the game. A great texture job can fully bring out the potential of a well-made model, while a well-designed interface is both functional and visually appealing. Concept art and web design also fall under the domain of 2D artwork.
- Interface designers can put their skills to the test, producing a variety of useful HUD designs to aid in the overall gameplay experience.
- Those interested in texturing can produce new textures for models, accentuating the details of anything from mechanical structures to monstrous aliens.
- More traditional artists can provide concept sketches, or provide artwork of battle scenes and other settings for a variety of uses.
Putting together maps for the game presents an opportunity for the level designer to contribute his or her own vision of the futuristic setting to the players, and encompasses both 2D and 3D artwork. Familiarity with Blender or a Quake 3 mapping program, such as a variant of Radiant, is a must.
- Maps can take place in a variety of settings, from eerie space stations to abandoned industrial facilities.
- We can provide you with our own build of NetRadiant, along with all of the support necessary to get your map running.
- Other programs can be used to create maps for the game, as long as they are compatible with Quake 3 formats.
If you're skilled at C/C++, or even in another programming language, there are many roles for you to fill, from engine development to coding new features for the game. When applying for this position, please indicate what you're specialized in most. Our codebase can be found here.
- The game is coded in C, with some portions in C++. However, other programming languages may be useful as well, such as for scripting or web design.
- Our source code can be freely examined via the above link. Build instructions are provided on on the main page of our Git repository.
- We have support for Windows, Mac, and Linux. Programmers from all three major platforms are encouraged to apply.
To apply for a position on our development team, please contact me at firstname.lastname@example.org with a description of what you're skilled at, and some examples of your previous work, if possible. For example, you could include a link to your personal gallery, or to a program you've coded. Even if your skill set does not fall under one of the listed domains, there are other, more specialized methods of contributing to the project, so do not hesitate to apply!
Note: as we are an open source development team, this is not a paid project, but you will be fully credited for your work.