Project: AEGIS VECTOR
Genre: Multiplayer Military Sci-Fi FPS
Engine: Unity 6.3 LTS
Status: Early playable prototype / active development
Role: Concept Artist / Visual Development Artist
Compensation: Unpaid volunteer collaboration with project credit
Working Arrangement: Remote, flexible, project-based
About Aegis Vector
Hello everyone!
I'm currently developing AEGIS VECTOR, an original multiplayer military science-fiction FPS inspired by the classic arena combat and sandbox gameplay of Halo 3 and Halo: Reach.
The aim is to capture what made those older multiplayer games so enjoyable: responsive combat, balanced starting capabilities, weapons worth fighting over, large-scale vehicle battles, memorable maps and a strong emphasis on player freedom.
AEGIS VECTOR — THE ARENA IS YOURS.
I'm looking for one or more volunteer concept artists interested in helping develop the game's visual identity, particularly its powered armour, weapons, vehicles, spacecraft and environments.
The project is still at an early stage, but I have an active Unity build with gameplay, menus, weapons, movement and equipment being developed and tested.
What Kind of Game Is It?
Aegis Vector is designed around traditional multiplayer arena gameplay rather than hero classes or character-specific abilities.
The planned game includes:
- Big Team Battle: 12v12 combined-arms combat featuring large maps, tanks, armed vehicles, troop transports and aircraft.
- Social Arena: Classic 4v4 Slayer and objective-based multiplayer.
- Ranked Arena: A separate competitive 4v4 experience.
- Custom Games: Custom rules, experimental modes and player-created activities.
- Anvil: A planned Forge-style level editor.
- Player Customisation: Armour, helmets, shoulders, visors, colours, emblems and more.
- Career Progression: Military ranks, cosmetic unlocks, achievements and collectible lore.
Weapons include conventional firearms such as assault rifles, pistols, shotguns and sniper rifles, alongside energy weapons, explosives, railguns and heavy anti-vehicle equipment.
Movement and combat are intended to feel grounded but responsive, with classic arena-shooter mechanics and sandbox equipment.
The Universe
Players take control of Vectors, genetically and cybernetically enhanced super-soldiers wearing advanced powered armour with regenerative personal shields.
The setting features a large interstellar human civilisation, conventional military forces, elite Drop Assault Corps soldiers, competing human factions, military fleets, colonies and extraterrestrial threats.
Multiplayer matches take place within the fictional Aegis War Games Programme, an advanced military combat simulation used to keep soldiers prepared between deployments.
The game will also include an optional Codex that expands the universe through historical documents, military reports, ship histories and personal logs.
The aim is to create a cohesive military science-fiction world that feels like it exists beyond the multiplayer maps.
What Artists Am I Looking For?
The biggest priority right now is establishing a consistent original art direction.
I'm particularly interested in artists who enjoy hard-surface science fiction and futuristic military design.
Characters and Armour
Designing the standard Vector powered armour, alternative helmets and armour sets, military personnel and equipment.
The goal is to create practical, recognisable super-soldier armour with strong silhouettes and believable construction.
Weapons and Equipment
Developing original designs for conventional ballistic weapons, experimental energy weapons, explosives, heavy weapons and battlefield equipment.
I'd like the arsenal to share a recognisable manufacturing and design language while making each weapon visually distinct.
Vehicles and Spacecraft
Design work for military ground vehicles, tanks, VTOL aircraft, transports, fighters and larger spacecraft.
Some planned vehicles include the Mastiff military jeep, Coyote ATV, Bulwark tank and Kestrel combat aircraft.
Environments and Architecture
Concepts for military bases, industrial facilities, futuristic cities, coastal landscapes, starship interiors and ancient alien structures.
Some planned multiplayer maps include:
- Frontier: A grassy coastal valley with military bases, rivers, cliffs and vehicle routes.
- Drillworks: An industrial military training arena for 4v4 combat.
- Breakwater: A fortified coastal installation designed around objective-based combat.
- Ashlands: A volcanic geothermal facility with industrial structures and varied terrain.
The intended aesthetic is grounded retro-futuristic military science fiction, using strong silhouettes, functional hard-surface construction, believable engineering and restrained futuristic lighting.
You don't need to be skilled in all these areas. Artists specialising in characters, weapons, vehicles or environments are equally welcome.
Current Development Progress
Aegis Vector is being developed in Unity 6.3 LTS, using Unity's Multiplayer FPS template as its initial technical foundation.
I've been working on the gameplay direction, multiplayer interface, movement, weapons, equipment and preliminary environments.
The current build includes early versions of:
- Main menu and navigation.
- Multiplayer scoreboard and HUD.
- Local multiplayer hosting and pregame screens.
- Greyboxed arena environments.
- First-person weapon and equipment testing.
- Movement and combat prototyping.
- Respawn presentation and additional UI systems.
The game is not finished or content-complete.
The current footage contains prototype gameplay, temporary models, unfinished interfaces and blockout environments. Some existing systems and assets still originate from the Unity template and are being developed further.
Public matchmaking, the full vehicle sandbox, final artwork and several planned game modes are not yet complete.
I'm sharing the build to demonstrate the project's current progress and provide an idea of the direction I'm working towards.
Current Development Screenshots
First-Person Gameplay / Drillworks
How Would the Collaboration Work?
This is currently a solo-led hobby project, and I'm looking for artists who would enjoy contributing to its creative development.
I'm not expecting anyone to design the entire game or commit to months of unpaid work.
Ideally, we'd begin with one clearly agreed concept-art deliverable, such as:
- A concept sheet exploring the standard Vector armour.
- A weapon design sheet.
- A vehicle silhouette study.
- An environment concept establishing a particular map's visual identity.
We'd discuss the scope, expected finish, feedback, revision expectations and a flexible timeline before starting.
I'd like this to be a collaborative process where artists can contribute their own ideas and interpretations, rather than simply reproduce a predetermined design.
If we enjoy working together, we can discuss further contributions. There is no obligation to continue after the initial agreed work.
Compensation and Credit
This is an unpaid volunteer opportunity.
The project currently has no funding for paid art positions, and there is no guaranteed salary or revenue share.
Aegis Vector may eventually become a commercially released game, so I want to be upfront about that.
Completed contributions will receive appropriate project credit, and artists can display their work in their portfolios under agreed terms.
Commercial usage rights, ownership or licensing, attribution and portfolio permissions would be agreed in writing before work begins.
Who Can Apply?
I'm happy to hear from:
- Hobbyist artists.
- Students.
- Developing concept artists.
- Experienced artists looking for a side collaboration.
Professional industry experience isn't a requirement.
The most important things are an interest in the project, a compatible visual style and a willingness to collaborate.
Interested?
If Aegis Vector sounds like something you'd like to contribute to, please reply here or contact me through itch.io.
It would be helpful if you could include:
- A portfolio or examples of your artwork.
- Which area interests you most: characters, armour, weapons, vehicles or environments.
- A little about your preferred style and availability.
I'd be happy to discuss the project further and share more details before we agree on an initial piece of work.
Thanks for reading!
AEGIS VECTOR — THE ARENA IS YOURS.