Join the studio
Help build [Game Name]
We are a small community studio making a multiplayer 3D game together, in our spare time and for the love of it. We are selectively looking for a few more people who want to learn, build and play alongside us.
The honest version
- This is unpaid. We are a community project, not an employer. Nobody here is paid, including the lead. If the game ever earns money, we will talk about that openly as a team, but please do not join expecting it.
- Experience is optional. Attitude is not. We take people who are new to game development if they bring a positive attitude, show up when they say they will, and want to learn. We are happy to teach.
- We are selective. A small team works best when everyone pulls in the same direction. We say yes to people who fit, and we say so kindly when it is not a match.
- Your time is yours. Pick the tasks you like, hold a few at once, drop them when life happens. There are no fixed hours.
Roles we need right now
22 open tasks are waiting for someone. Here is where help is most welcome, with a few example tasks per role.
| Role | Open | Example tasks |
|---|---|---|
| Gameplay Code | 3 | Character movement controller (replicated); Capture point gameplay logic; Spawn and respawn system |
| 3D Art | 2 | Hero character model and textures; Modular wall and floor kit |
| Animation | 2 | Locomotion set: idle, run, jump, land; Capture interaction animation |
| Concept Art | 2 | Hero character concept sheet; Capture point prop concepts |
| Design | 2 | Movement feel pass: run and jump tuning; Prototype test map blockout |
| Narrative | 2 | Setting pitch: where and when; Character barks: first 20 lines |
| Audio | 1 | Footstep and jump sound set |
| Community | 1 | First devlog post draft |
| Lighting | 1 | Test map lighting pass |
| Marketing | 1 | Studio one-pager for recruiting |
| Music | 1 | Main theme sketch (90 seconds) |
| Network Code | 1 | Session and team assignment |
| QA | 1 | Playtest feedback form and bug template |
| UI Art | 1 | HUD layout: health and objective state |
| VFX | 1 | Capture point ring effect |
What a first week looks like
- Day 1: get accounts. A Google Workspace sign-in for the board and Drive. A GitHub account only if you will write code or engine content.
- Days 2 to 4: install tools, if you code. Git with LFS and the engine at the team's pinned version. Artists, musicians and writers skip this step.
- See the board. Open tasks are grouped by role. Your tasks, the plan inbox and the latest build are all in one place.
- Claim a small task. One click. You can hold up to 4 at a time and drop any of them whenever you like.
- Submit its plan. A short form: goal, files, what done looks like. You get a clear answer quickly, with a reason.
- Ship it on a test train. Press Ready to test. Your work is merged, built and put on the shared test server for everyone to play.
Who this suits
- People who like picking their own work from a shared pool and finishing what they start.
- Artists, animators, musicians and sound designers who want a clear hand-off and quick feedback in playtests.
- Programmers comfortable with Git, or willing to learn it, and curious about multiplayer.
- Beginners with a good attitude who want a friendly place to learn by doing.
Good to know
- Remote, asynchronous, with one planned playtest a week (Wednesday 7:00 PM EDT (Oct 14)).
- Plain, friendly rules written down. A person is always in charge of the game.
- The engine decision (Unreal 5.8 or Unity 6.3 LTS) is being made with the team.
Ready?
Tell us a little about yourself, what you would like to work on, and what you hope to learn.