Hello everyone!
You can call me Lay. I'm a Independent Game Designer currently working on an original First-Person Shooter (FPS) intellectual property (IP) in Unreal Engine 5.
After spending several months planning the project, developing the Game Design Document (GDD), analyzing gameplay systems, and investing in a professional development foundation, I came to an important realization: a project of this scale shouldn't be built alone.
That's why I'm looking to build a small team of passionate collaborators to develop the first Alpha version of the game while also creating a strong portfolio that we can proudly showcase as we grow in the game industry.
What is the project?
This is an original First-Person Shooter (FPS) IP.
My goal isn't to recreate existing shooters, but to build a unique identity through original gameplay mechanics, strategic level design, and a clean, scalable technical architecture that can support the project's long-term growth.
The project already includes:
- A clearly defined design vision.
- An actively maintained Game Design Document (GDD).
- A professional Unreal Engine 5 foundation to accelerate development.
- Core gameplay systems already implemented and under active development.
- A long-term development roadmap.
Who am I looking for?
I'm mainly looking for people who want to grow alongside the project and enjoy working as part of a team.
Whether you're a student, a junior developer, or someone with professional experience, what matters most to me is commitment, a willingness to learn, and a genuine interest in building something we're all proud of.
I'm currently looking for collaborators in areas such as:
- Gameplay Programming (Blueprints and/or C++)
- Animation
- 3D Art / Texturing
- UI / UX Design
- Visual Effects (VFX)
- Audio & Sound Design
- Quality Assurance (QA) & Testing
If your skills fit another area of game development, I'd still be happy to hear from you.
Transparency from the start
I want to be completely honest to avoid any misunderstandings.
At the moment, this project is self-funded and does not have the budget to offer salaries.
Because of that, collaboration will be based on a Revenue Share (RevShare) model.
If the game is eventually released commercially and generates revenue, profits will be shared among team members according to their contributions and responsibilities. All agreements will be discussed openly and documented in writing before any commercial release.
I completely understand that this model isn't for everyone, and I fully respect those who are only looking for paid opportunities.
Why am I building a team?
Because I realized that time is the most valuable resource in game development.
While one person is implementing gameplay systems, another can be working on level design, animation, art, documentation, or testing. Working in parallel allows us to make meaningful progress while maintaining a high level of quality.
My goal isn't simply to finish a game.
My goal is to build a project that everyone involved can genuinely be proud of—something that showcases our skills and serves as a strong stepping stone for future opportunities in the industry.
Interested?
If this sounds interesting and you'd like to learn more about the project or take a look at the Game Design Document, I'd be happy to chat.
Discord: [layrajuliet] Or feel free to reply directly to this thread.
Thank you so much for taking the time to read this