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Aegis Vector
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Project: AEGIS VECTOR
Genre: Multiplayer Military Sci-Fi FPS
Engine: Unity 6.3 LTS
Status: Early Playable Prototype / Active Development
Compensation: Unpaid volunteer collaboration with project credit
Working Arrangement: Remote, flexible, project-based
About Aegis Vector
Hello everyone!
We're a small independent team 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 enjoyable: responsive combat, balanced starting capabilities, weapons worth fighting over, large-scale vehicle battles, memorable maps and player freedom.
AEGIS VECTOR — THE ARENA IS YOURS.
Development is currently underway in Unity, and we've recently made significant progress establishing the game's visual direction through original concept artwork.
We're now looking for additional collaborators, especially 3D artists, animators and developers interested in helping bring that artwork into the game.
Concept Art Showcase
We've included six pieces of original concept artwork created during the project's visual development.
These cover:



The intended art direction is stylised, retro-futuristic military science fiction, with strong silhouettes, functional hard-surface construction, believable engineering and clean, readable designs.
We're not aiming for photorealism. We want a consistent and recognisable style that works well in a multiplayer FPS.
These are concept illustrations, not screenshots of the current playable build.
Concept art gallery: [Insert gallery link or attach artwork to the post]
Current Team
- Luxintra — Development Lead
- No Count— 3D Artist
- Arcano — Music
- Abanael — Music
- Alx — Concept Artist
- Friedpotatoe — Concept Artist
Our concept artists have helped establish the foundation for the game's visual direction, and we're now looking for people interested in developing the next stage.
Who We're Looking For
We're looking to expand the Aegis Vector team with people interested in military science fiction, multiplayer shooters and independent game development.
We already have a growing collection of concept artwork establishing the game's visual direction, but there's still plenty of room for new ideas and creative contributions.
We're particularly interested in the following areas:
Concept Artists & Visual Development
Although we already have two concept artists, additional artists are always welcome!
There's an entire science-fiction universe to explore, and we'd love to work with people who enjoy designing:
- Powered armour, helmets and military equipment.
- Futuristic weapons and experimental technology.
- Military vehicles, aircraft and spacecraft.
- Alien creatures, environments and architecture.
- Cities, colonies, military installations and industrial facilities.
- Environmental illustrations and broader world-building concepts.
Artists are welcome to specialise in whichever areas interest them.
3D Character & Hard-Surface Modellers
One of our biggest priorities is turning the existing concept artwork into usable in-game assets.
We're looking for 3D artists interested in modelling:
- Vector soldiers and modular armour components.
- First-person and third-person weapons.
- Military vehicles, tanks and aircraft.
- Spacecraft and mechanical equipment.
- Props, machinery and environmental objects.
Experience with Blender, Maya or similar software would be useful.
We're aiming for stylised, optimised game-ready models rather than photorealistic assets.
3D Environment Artists
We're also looking for environment artists to help bring Aegis Vector's multiplayer maps to life.
This includes creating modular buildings, military installations, industrial environments, futuristic architecture, natural terrain assets and smaller environmental details.
Our current concept work explores a mixture of military and civilian environments, and we'd like to develop a consistent architectural identity across the game's universe.
Animators & Riggers
Animation will be a major part of making the game's combat and movement feel responsive.
We're interested in artists who can help with:
- First-person weapon firing, reloading and handling.
- Third-person character movement and combat.
- Character rigs and animation systems.
- Equipment deployment and interactions.
- Vehicle animations and mechanical movement.
- Character death and physics-related animation.
Experience integrating animations into Unity would be helpful, although it's not essential for every contribution.
Sound Designers & SFX Artists
We currently have two contributors working on music, but we'd also like to develop the game's sound effects and overall audio identity.
We're particularly interested in:
- Ballistic and energy weapon sound effects.
- Explosions, impacts and shield effects.
- Vehicle engines, machinery and mechanical sounds.
- Footsteps, armour movement and environmental audio.
- Menu interactions, HUD notifications and multiplayer medals.
- Ambient sounds for environments, spacecraft and military facilities.
We're aiming for satisfying, distinctive sound design that makes weapons and vehicles feel powerful without sacrificing gameplay clarity.
Unity Programmers
Aegis Vector is being developed in Unity 6.3 LTS using C#.
Although the game's technical foundation is already under development, we'd welcome additional programmers interested in helping expand, review and improve its systems.
Areas include:
- Multiplayer networking and synchronisation.
- Weapon systems, combat and equipment.
- Player movement, physics and vehicle handling.
- AI bots and navigation.
- Multiplayer game modes and custom game rules.
- User interfaces, menus and player progression.
- Performance optimisation, debugging and code review.
- Tools and systems supporting the Anvil map editor.
Experience with Unity, C# or multiplayer game development would be particularly useful.
Level Designers
We're interested in people who enjoy designing multiplayer maps and understanding what makes them fun.
This includes working on map layouts, combat flow, objective placement, sightlines, verticality, weapon placement and vehicle routes.
Knowledge of classic arena shooter map design would be a bonus.
VFX & Technical Artists
We're also interested in artists who enjoy the technical side of game visuals.
Potential areas include:
- Weapon muzzle flashes and projectile effects.
- Energy shields and impact effects.
- Explosions, smoke, fire and environmental effects.
- Sci-fi lighting and materials.
- Shader development.
- Optimisation and integration of visual effects in Unity.
UI/UX Artists
We're developing a military science-fiction interface inspired by the game's War Games simulation setting.
Additional help with HUD elements, menus, icons, medals, player customisation interfaces and general UI presentation would be welcome.
The aim is to keep the interface visually distinctive while remaining readable and practical during gameplay.
Other Contributors
We're also happy to hear from people with other useful skills, including technical designers, gameplay testers, writers interested in the game's Codex and world-building, or people with experience developing multiplayer communities.
You don't need to be experienced in every area, and you don't need to be a professional developer or artist.
We're happy to hear from hobbyists, students, people developing their portfolios and experienced creators interested in contributing to an independent project.
We're not expecting anyone to commit to full-time development or take responsibility for an entire department. Ideally, we'd begin with a small, manageable contribution that interests you and see where things go from there.
This is currently an unpaid hobby collaboration, with no guaranteed salary or revenue share. Any contribution and its potential use in a future commercial release would be discussed and agreed upon before work begins.
What Kind of Game Is It?
Aegis Vector is designed around traditional arena multiplayer rather than hero classes or character-specific abilities.
The planned experience includes:
- Big Team Battle: 12v12 combined-arms combat featuring vehicles and large maps.
- Social Arena: Classic 4v4 multiplayer and objective modes.
- Ranked Arena: Competitive 4v4 gameplay.
- Custom Games: Player-hosted games with configurable rules and game modes.
- Anvil: A Forge-inspired map editor.
- Armoury: Customisable helmets, shoulders, chest armour, colours, visors and emblems.
- Career and Codex: Player progression, unlockable cosmetics and an expanded science-fiction universe.
Multiplayer matches take place within the fictional Aegis War Games Programme, a military combat simulation operated aboard Aegis spacecraft.
Current Development Progress
Aegis Vector currently has an early playable prototype developed using Unity 6.3 LTS and Unity's Multiplayer FPS template.
Development has included early implementations of:
- Main menu and navigation.
- First-person movement and combat.
- Weapons and equipment.
- Multiplayer scoreboard and HUD.
- Local multiplayer hosting and pregame screens.
- Respawn presentation.
- Greyboxed multiplayer environments.
- Additional gameplay and UI systems.
The build still uses temporary assets and prototype environments. Several planned features, including the full vehicle sandbox, public matchmaking and final game artwork, remain in development.
Our focus is to establish and test the gameplay systems first, then replace the temporary visual assets with original game-ready artwork.
Collaboration
This is currently a small, independently led hobby project.
We're looking for people who genuinely enjoy military science fiction, classic multiplayer shooters and collaborative game development.
There are no mandatory working hours or full-time commitments.
Ideally, we'd begin with one manageable contribution, such as a weapon model, modular building, armour component or animation, and discuss further collaboration afterwards if everyone is happy.
Compensation and Credit
This is currently an unpaid volunteer collaboration.
There is no guaranteed salary or revenue share, and we're not presenting future commercial success as promised compensation.
Aegis Vector may eventually become a commercially released game.
Contributions will receive appropriate project credit, and we'd agree on usage rights, ownership or licensing, attribution and portfolio permissions in writing before incorporating work into the project.
Interested?
If Aegis Vector sounds like a project you'd enjoy contributing to, feel free to reply or get in touch.
It would be helpful to include:
- Your portfolio or examples of previous work.
- Which discipline interests you most.
- Your preferred software or development tools.
- A little about your experience and availability.
Hobbyists, students, developing artists and experienced creators are all welcome to express interest.
Thanks for reading and taking a look at our project!
AEGIS VECTOR — THE ARENA IS YOURS.
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.