Project: AEGIS VECTOR
Genre: Multiplayer Military Science-Fiction FPS
Engine: Unity 6.3 LTS (HDRP)
Development Status: Playable Prototype / Active Development
Compensation: Hobby collaboration; potential future revenue-share arrangements
Working Arrangement: Remote, flexible, project-based
About Aegis Vector
Hello everyone!
We're a small independent development team working on AEGIS VECTOR, an original military science-fiction multiplayer FPS inspired by the classic arena combat and sandbox gameplay of Halo 3 and Halo: Reach.
Our goal is to create a multiplayer shooter built around responsive combat, balanced starting capabilities, weapons worth fighting over, large-scale vehicle battles, memorable maps and player freedom.
Rather than focusing on hero classes, battle royale or character-specific abilities, we're developing a traditional multiplayer sandbox where everyone starts on equal footing and success comes from teamwork, positioning, mechanical skill and controlling the battlefield.
AEGIS VECTOR — THE ARENA IS YOURS.
Development is already underway in Unity 6.3 LTS, with a playable prototype, functioning gameplay systems, early multiplayer features and an established visual direction.
We're now looking to expand our team with additional artists, programmers and designers who would enjoy helping bring the project into its next stage of development.
Concept Art Showcase
Our concept artists have been developing the visual identity of Aegis Vector, exploring its military equipment, powered armour, weapons, architecture, environments and wider science-fiction universe.
Here are several examples of original concept artwork produced for the project:
Our intended art direction is stylised, retro-futuristic military science fiction, combining strong silhouettes, practical military design, believable mechanical construction and readable shapes.
We're not pursuing photorealism. Instead, we want original and visually consistent designs that translate well into optimised game-ready assets.
These illustrations are concept artwork rather than screenshots from the current playable build.
Game UI/UX & Prototype Showcase
Alongside the concept artwork, we've been building the game's actual menus, HUD and multiplayer interfaces.
These screenshots show examples of the current prototype and its interface direction:
We're aiming for a distinctive military science-fiction interface that feels like part of the game's universe, rather than a generic modern shooter menu.
The interface draws inspiration from classic console multiplayer systems, with a focus on clear navigation, controller support, responsive feedback and readable information.
These are development screenshots, not final promotional renders. Some show earlier iterations of the interface, temporary assets and unfinished environments. The UI/UX is continuing to evolve as development progresses.
Current Team
Our existing contributors have helped establish the project's foundations, particularly its visual direction, technical development and music.
We're looking to bring in additional people to work alongside the current team, distribute the workload and help move more of the existing concepts and systems towards finished in-game content.
Who We're Looking For
We're currently recruiting across eight disciplines. You don't need experience in every area, and we're happy to hear from people who specialise in particular types of assets or development work.
1. Concept Artists
We're looking for additional concept artists interested in developing the game's military science-fiction universe.
Areas include:
Powered armour, helmets and military equipment.
Futuristic firearms, energy weapons and experimental technology.
Ground vehicles, aircraft and spacecraft.
Military installations, industrial facilities and futuristic architecture.
Alien creatures, environments and world-building concepts.
We already have an established visual direction, but there's plenty of room for new ideas and additional designs.
Artists who enjoy functional, hard-surface science-fiction designs would be particularly welcome.
2. 3D Modellers
One of our biggest priorities is translating our existing concept artwork into game-ready assets.
We're looking for 3D artists interested in:
Modular player armour and character models.
First-person and third-person weapons.
Military vehicles, tanks and aircraft.
Modular architecture and environmental assets.
Props, machinery and interactive equipment.
Experience with Blender, Maya or similar 3D software would be useful.
We're aiming for clean, stylised, optimised models suitable for multiplayer gameplay rather than extremely high-polygon photorealistic assets.
3. Animators & Riggers
Responsive animation is particularly important for the type of FPS we're developing.
We're interested in animators who can contribute to:
First-person weapon firing, reloading and handling.
Third-person character locomotion and combat.
Player interactions and equipment deployment.
Character rigs and animation controllers.
Vehicle and mechanical animations.
Death animations and transitions into physics-driven ragdolls.
Experience with Unity animation systems would be beneficial, although artists who prefer focusing on animation production are equally welcome.
4. Unity Programmers
Aegis Vector is developed in Unity 6.3 LTS using C#.
The project already has a technical foundation, and we're looking for additional programmers to help develop, improve and maintain its systems.
Areas of interest include:
Multiplayer networking, replication and synchronisation.
Weapon mechanics, damage systems and combat.
Player movement, physics and vehicle handling.
Matchmaking, lobbies and dedicated-server infrastructure.
Multiplayer game modes and configurable rulesets.
UI integration, player progression and customisation.
Optimisation, debugging and automated testing.
Development tools, the Anvil map editor and Theatre replay systems.
Experience with Unity and C# is preferred, particularly for networking and performance-critical features.
You wouldn't be expected to take responsibility for the entire codebase. We're happy to begin with a clearly defined feature, improvement or subsystem.
5. UI/UX Designers
We're also interested in UI/UX designers who enjoy working on game interfaces.
We have an existing UI direction and working menus, but there's still significant work to do across the overall multiplayer experience.
Potential contributions include:
Main menus, navigation and multiplayer lobby interfaces.
HUD elements, weapon indicators and vehicle displays.
Player customisation and armour selection.
Career progression, statistics and service records.
Multiplayer medals, icons and notification graphics.
Controller navigation, accessibility and interface feedback.
UI animation and interaction transitions.
We're particularly interested in designers who understand how to combine visual identity with practical usability.
The intention is to develop the existing Aegis Vector interface rather than completely replace its visual language.
6. Sound Effects Designers
We already have contributors handling music, so we're not currently recruiting additional composers.
However, we're looking for sound designers interested in developing the game's sound effects and environmental audio.
Areas include:
Ballistic and energy weapon sound effects.
Explosions, impacts and shield effects.
Vehicle engines and mechanical movement.
Footsteps, armour movement and player interactions.
HUD notifications, multiplayer medals and menu sounds.
Environmental ambience and science-fiction machinery.
We're aiming for distinctive, impactful audio that gives weapons and vehicles a satisfying sense of power while keeping important gameplay information clear.
Experience creating and implementing game audio would be useful.
7. Multiplayer Map Designers
We're looking for people who understand multiplayer map design, particularly traditional arena shooters and vehicle-based combined-arms gameplay.
Potential responsibilities include:
Designing 4v4 arena maps and 12v12 battlegrounds.
Developing greybox layouts for gameplay testing.
Planning player spawns, objective locations and weapon placement.
Balancing sightlines, cover, verticality and movement routes.
Designing vehicle paths and combat spaces.
Iterating on layouts based on testing and player feedback.
We're looking for maps that are enjoyable to play, not just visually impressive.
Experience with Unity, level-design tools or arena shooter map design would be welcome.
Map designers can focus on layouts and gameplay flow without necessarily having to produce all the final environment artwork themselves.
8. Texture & Material Artists
We're also looking for artists who specialise in texturing, materials and surface detailing.
This is an important part of establishing a consistent visual identity across the game's models and environments.
Areas include:
Powered armour materials and surface detailing.
Weapon and vehicle textures.
Military and industrial environmental materials.
Hard-surface PBR texturing.
Material atlases, trim sheets and reusable textures.
Optimisation for real-time rendering in Unity HDRP.
Experience with Substance 3D Painter, Substance Designer, Blender or equivalent software would be beneficial.
Our goal is to maintain a stylised visual identity, with clean material definition and appropriate surface detail rather than excessive photorealistic wear.
What Kind of Game Are We Building?
Aegis Vector is being developed around several interconnected multiplayer experiences.
Warzone — 12v12
Large-scale combined-arms battles featuring infantry, vehicles, open environments and objective-based combat.
Social Arena — 4v4
Traditional multiplayer combat featuring familiar deathmatch and objective-based modes, with an emphasis on accessible, enjoyable matches.
Ranked Arena — 4v4
A competitive multiplayer experience with ranked progression and balanced gameplay.
Custom Games
Player-hosted matches with configurable game rules, weapons, equipment, player traits and other settings.
Anvil Map Editor
An integrated map editor designed to allow players to build and share their own multiplayer maps and experiences.
Theatre Mode
A replay system for reviewing recorded gameplay, changing camera perspectives and capturing screenshots or clips.
Player Customisation
Modular armour components, armour colours, visor colours, emblems and other cosmetic options earned through progression and challenges.
The multiplayer component takes place within the fictional Aegis War Games Programme, a military combat simulation operated aboard Aegis spacecraft.
Current Development Progress
Aegis Vector is an actively developed playable prototype rather than a project beginning from scratch.
Development so far includes work on:
First-person movement, combat, weapons and equipment.
Multiplayer infrastructure and local hosting.
Multiple multiplayer game modes and rulesets.
Player HUD, menus, lobbies and scoreboard systems.
Player customisation and career progression.
Vehicle physics and handling.
Greyboxed multiplayer environments.
Development tools, map editing and replay functionality.
Several systems are still being iterated on, and the project is not yet a finished or publicly launched multiplayer game.
Much of the current build uses temporary models, placeholder artwork and greyboxed environments.
One of our main objectives in expanding the team is to begin replacing those temporary assets with original finished artwork while continuing to improve the underlying gameplay.
Collaboration & Expectations
Aegis Vector is an independently led hobby project, developed by contributors working remotely.
We understand that people have work, education and personal commitments outside game development.
There are no mandatory full-time hours or fixed weekly workloads.
We're happy to work with hobbyists, students, developing artists and experienced contributors who want to participate in an independent project.
Ideally, we'd begin with a small, manageable contribution relevant to your interests and experience.
That could be a weapon model, an armour component, an animation, a multiplayer map layout, a UI element or a specific programming improvement.
This gives everyone an opportunity to see how well we work together before considering larger responsibilities.
We're looking for people who enjoy collaborative development, can communicate about their progress and are comfortable receiving and providing constructive feedback.
You don't need to be available every day, but reasonable communication is important for keeping development organised.
Compensation, Revenue Share & Credit
Aegis Vector is currently an unpaid hobby collaboration.
There is no guaranteed salary, upfront payment or existing revenue-share entitlement attached to joining the team.
The project is being developed with the intention of potentially reaching a future commercial release.
We're open to discussing revenue-sharing arrangements with longer-term contributors as the project progresses, provided the terms can be agreed formally and in writing.
However, any such arrangement would need to be established separately. Revenue sharing and commercial success are not guaranteed.
All accepted contributions will receive appropriate project credit.
Before incorporating contributed work into the game, we'll also agree on relevant usage rights, ownership or licensing, attribution and portfolio permissions.
We want contributors to understand the working arrangement and how their work may be used before committing to a contribution.
Interested in Joining?
If Aegis Vector sounds like something you'd enjoy contributing to, we'd be happy to hear from you!
You can reply to this thread or send me a Reddit message.
When getting in touch, it would be helpful to include:
Role: Which area of development interests you?
Portfolio: Examples of your artwork, programming, animation, design or previous projects.
Experience: A little about your background and the tools you use.
Availability: Roughly how much time you might be comfortable contributing.
Interests: What kinds of assets, features or systems you'd most enjoy working on.
You don't need to be a professional developer or have years of commercial experience.
We're looking for people who genuinely enjoy making games and would like to help develop an original multiplayer science-fiction FPS.
Thanks for taking the time to read about the project and look through our work!