Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.

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Anywhere [OLD] Various at Unvanquished Development

various unvanquished development anywhere artists about unvanquished is a free, open-source fps game with rts elements, facing off technologically advanced humans against monstrous aliens. players can choose either team, and must maintain a base while attempting to destroy enemy base structures. humans rely on a broad variety of weapons and futuristic equipment, while aliens utilize claws, poisonous bites, and more. the game itself is under highly active development, with monthly alpha releases made on the first sunday of each month, bringing new artwork, gameplay, and engine features to the community. pre-alpha began september 2011, and our first alpha release was march 2012. we have made more than thirty alpha releases since then, and we expect to reach beta sometime next year. our project receives regular coverage on major sites like phoronix, where we have been praised for the quality of our artwork for an open source project. the team behind unvanquished is an international one, and developers range from experienced hobbyists to professionals contributing their free time, all of whom are centrally coordinated on our irc channel and forums. interface designers (html/css) our new ui system is based off librocket, which allows us to utilize html/css for the in-game interface. designers can easily create new interface elements, such as huds to be used by both teams, new menu designs, and other means of extending in-game functionality. you can create new assets, or work off our pre-existing ones. c++ coders we are in the process of upgrading our engine from c to c++, and have made huge strides in updating our inherited quake 3 codebase. there is plenty of refactoring and optimization work to be done, and an assortment of other projects that can be given to new programmers interested in contributing to our engine development. level designers our game ships with an assortment of maps, and it would be desirable to provide a variety of environments for our players. maps for our game are made in radiant, and we ship seven pre-packaged, shared texture sets that can be used for your work, or you can produce your own textures. third-person animators we presently have several player models that require animation, and further down there will be more, including some base structures. models are provided in the obj format, and are exported to either the md5 or iqm formats. organic modelers there are several alien base structures that must be modeled, and we may also be able to offer alien player models. base structures are stationary, but they will receive a range of animations. you can animate your model if you are familiar with animation, or our animators can do it for you. hard-surface modelers we presently have concept art for multiple weapons that need to be modeled. it would be desirable if you could provide the assets for a firing effect as well, but this is not a requirement. we may also be able to offer hard surface props if you are interested in doing a human base structure or map objects.

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Released Feb 2012
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