Please note this is ***Rev-share*** position until funding can be acquired either through a publisher or a Kickstarter campaign. We have so far 5 people on the project who have worked on a number of IP’s, in which we all work regular jobs while doing this in our spare time (approximately 10-15 hours a week), with an established discord channel with over 50+ members and counting, and a popular reddit thread to push community interest and gain traction for a pitch deck and vertical slice demo to a publisher to request funding. I am already in talks with a company who will likely put us in touch with VC’s and active Publisher once all the mandated criteria are completed.
What we need:
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Vertical slice demo (that shows the state of gameplay and some of the overarching story)
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Pitch Deck (good portion is complete, still putting tweaks on this)
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Traction Data (this is in progress with our rapidly growing discord channel and reddit thread gaining speed and exposure)
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Steam Page with gameplay and trailer (ideally an active demo to gather valuable player/community feedback on gameplay and performance)
What we have so far:
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85% of assets done.
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modular based corridors for plug and play level building for interior section of the facility completed.
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Fusion Generator/Room/area models Completed (final texturing pass being completed)
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Facility Hub being designed (this is where players organize and coordinate missions via the planetary mission map as well as gain exposition on the background of the events that lead to their presence.)
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Full Planetary Campaign Menu completed.
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Full Linear Mission Campaign completed.
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A number of Turrets and creatures completed.
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Some logic completed by our original Programmer (however he left due to living in Ukraine and not being able have electricity for most of the day, leaving him no choice to leave due to the stress) This will require the new programmer to audit the code to determine what can be kept, what needs to be scrapped entirely and rebuilt.
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Exterior planetary environment surface map level, with cliff faces, rocks (This is where RTS base building comes into play)
This is where you come in. I need someone who can take on the task of completing the systems necessary to drive the demo home to present to potential publishers and get them interested in funding us. We are getting there, but losing our programmer due to his situation has put a dent in our progress. Though in the meantime I have been getting assets completed as time/schedule allows.
This is a systems-focused project, emphasis on clean architecture, scalability, and data-driven design.
Scope includes:
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Turret systems (targeting, firing logic, upgrades)
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Enemy AI (wave orchestration, behavior, NavMesh movement)
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Combat framework (damage models, armor types, status effects)
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Resource + progression systems (tech trees, unlocks)
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Game state flow (build phases, wave handling, mission logic)
Implement RTS-lite systems, including:
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Overhead tactical view functionality
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Unit/turret placement systems
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Command inputs (e.g., airstrikes, support abilities)
Design and integrate resource and progression systems, including:
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Resource gathering (e.g., refinery systems)
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Upgrade trees and player progression mechanics
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Economy balancing hooks for future tuning
Develop mission and gameplay loop systems, including:
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Transition logic between FPS and RTS modes
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Event triggers (e.g., refinery attacks, emergency scenarios)
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Fail states and win conditions
Collaborate with the team to integrate:
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UI systems with gameplay logic
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Blueprint systems where appropriate
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Designer-friendly tools and exposed variables
Optimize code for performance and stability, especially for:
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Large enemy counts
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Real-time system switching (action ↔ RTS)
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Multiplayer-readiness (if applicable in future scope)
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Debug, test, and maintain systems throughout development lifecycle
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Participate in technical planning and system design discussions
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Provide documentation and code clarity to ensure maintainability
Requirements:
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Strong C++ in Unreal Engine (UE5)
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Solid understanding of Gameplay Framework (GameMode, GameState, PlayerController, Actors/Components)
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Experience with AI systems (Behavior Trees preferred)
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Ability to design modular, maintainable, data-driven systems
Nice to have:
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RTS / Tower Defense experience
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Data Tables / Data Assets workflows
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GAS or advanced gameplay systems experience
***Rev-share (structured, with potential path to paid re: publisher/kickstarter for funding drive)
Looking for someone who can contribute to system design, not just implementation
- DM on discord (sgtkoolaid (profile image will be kung pow with gopher chucks) with: background + relevant projects (GitHub/portfolio)
Thank you for your time looking through this and deciding if it is a right fit for you.