About Us
Unvanquished Development is the team behind the
Unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. Our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. We are multi-national as well, with fully online development allowing us to have developers all over the world work together. Our game has been regularly featured on Phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. In addition, we have been featured on the front page of SourceForge, as well as several Linux repositories.
General Requirements
Ideally, an applicant should have the following traits:
- Ability to communicate effectively with project coordinators.
- Capacity to work in an online team environment, whether alone or with others.
- A genuine interest and passion for what one does.
To Apply
To apply for a position on our development team, please contact me at
kharnov@gmail.com with a description of what you're skilled at, and some examples of your previous work, if possible. Note that as we are an open source development team,
this is not a paid project, but you will be fully credited for your work.
Below is a list of the positions that we are currently seeking to be filled. You may apply for any of these in any combination, and even if you have a skill not listed below, you're more than welcome to submit your talents for consideration.
Whether you have a passion for modeling monstrous alien beings or futuristic human soldiers, there's a position for you! Depending on your interests, you can create anything from alternative player models for the human team, to new forms, and even new structures for the alien team. Living map props could also be created, such as eerie organic mats and tentacled barriers. If you excel at creating expressive, lively models, we'd love to have you on our team.
Key points:- Player models can be made for the human team, for either gender. Ideally, we would like to have a female trooper in the near future.
- In addition, alien player models can also be made. We have support for adding claws and other attacking parts to the first-person view.
- Structures for the alien team are desirable, as well as organic map objects.
Weapons, mechanical structures, pieces of equipment, and other inorganic objects fall under this category. For instance, one could design a suit of powered armor for the human team, or create new base structures for them. New weapons can also be designed. Alternatively, one could create map props ranging from industrial crates and factory components to elaborate computer displays. This position would allow you to express yourself through the creation of detailed, futuristic objects for our game's universe.
Key points:- The human team primarily uses these models, both for equipment and buildings found in the base. Pieces of armor show up on the third person model.
- Those skilled at producing futuristic weaponry can produce new guns for the human team. Being able to create firing effects is a desirable skill.
- A wide range of map props can be designed, for a variety of futuristic settings.
A skilled animator can make a creatively designed model come alive, bringing its potential past the limits. If you have a passion for 3D animation, we'd love to have you on board! You could animate your own models, or the models produced by others. A variety of things can be animated, from player models, to weapons, and even structures. In addition, things can be animated for the first-person view, such as claws for the various alien forms.
Key points:- Work can be done on your own models, or the models produced by others.
- A variety of animations can be done, including those for the first-person view.
- We use the .md5 model format, which supports skeletal animation.
Beyond the domain of concept art, general 2D artwork can be used for many things, including the creation of assets for HUD design, and the making of textures for maps and models. For those interested in the user interface, our upcoming integration of libRocket into the engine will allow for some advanced HUD features, which a skilled designer can take advantage of. In addition, our engine allows for a variety of texture maps, including normal, spec, diffuse, and glow mapping.
Key points:- Both UI design and texture artwork fall under this domain.
- UI designers simply need to export their assets into a compatible format, the implementation is done code-side by one of our programmers.
- Texture artists have a wide variety of things to work with, including touching up existing textures on models and creating new ones for maps.