What are you working on?
- ▪The name of the project(s): Unannounced rock-horror story-driven game
- ▪At what stage of the project(s)? Early prototype. Story and vision are defined, but core art, characters, animation, and UE5 vertical slice are still being built.
- ▪Genres: Adventure, Action
- ▪Platforms: PC, Console
We are a small independent game team building an unannounced rock-horror story-driven game in Unreal Engine 5.
The project sits at the intersection of games, horror, and rock / metal culture, with creative input from world-class music talent.
The project is currently in prototype / vertical slice stage. This means the work is practical, hands-on, and visible quickly in the build. We are looking for people who like early-stage projects, can work from rough direction, and can help turn a prototype into a stronger pitch demo.
You will work directly with the project leads, with fast feedback and clear short-term goals. The team is small, so good work has real impact.
Team size and structure?
Small independent team with project leads, writer/story support, Unreal development support, character art, and external freelancers/studios as needed
For which tasks (responsibilities)?
Target
Help improve the visual quality and presentation of a short Unreal Engine 5 vertical slice for a rock-horror story-driven game.
Tasks
- ▪Improve existing UE5 scenes with better lighting, dressing, atmosphere, and mood.
- ▪Work on concert, backstage, green-room, ritual, and horror street / alley-style scenes.
- ▪Add or integrate Niagara VFX such as fog, smoke, sparks, supernatural effects, glow, sigils, and ritual effects.
- ▪Improve materials, decals, emissive elements, post-process, and scene readability.
- ▪Set up short Sequencer moments and camera framing where needed.
- ▪Kitbash and optimize Marketplace / Fab assets for a stable pitch demo.
- ▪Integrate with existing Blueprint triggers, scene flow, dialogue, or QTE only where needed.
What kind of professional are we looking for?
- ▪Strong Unreal Engine 5 editor experience.
- ▪Good eye for lighting, mood, composition, and cinematic scene presentation.
- ▪Experience with level dressing / kitbashing.
- ▪Practical Sequencer knowledge.
- ▪Niagara or real-time VFX experience.
- ▪Basic Blueprint knowledge.
- ▪Ability to work inside a rough prototype and improve it step by step.
Nice to have
- ▪Horror, cinematic, narrative, or third-person game experience.
- ▪Stylized / comic-inspired rendering experience.
- ▪MetaHuman, Control Rig, mocap, or animation integration experience.
- ▪Experience optimizing purchased asset packs.
What is important for us in a person?
- ▪Clear communication.
- ▪Comfortable with fast iteration and practical feedback.
- ▪Able to work from rough direction without waiting for perfect specs.
- ▪Good judgment about what improves a pitch demo quickly.
- ▪Reliable with updates and delivery.
Why do we enjoy working here?
- ▪Real impact on the look and feel of an early-stage game.
- ▪Creative input on atmosphere, scene mood, and presentation.
- ▪Direct feedback from project leads.
- ▪Good portfolio material if the trial goes well.
What are the conditions and bonuses?
- ▪Remote work.
- ▪Freelance / contract setup.
- ▪Short paid trial task first.
- ▪Flexible schedule by agreement.
The selection process
- ▪Send portfolio / screenshots / videos of UE5 scenes.
- ▪Short intro call or message exchange.
- ▪Small paid trial on one existing scene.
- ▪Continue on vertical slice work if the trial fits.
Please include what you personally did on each portfolio piece: lighting, level art, VFX, Sequencer, optimization, etc.