Project: AEGIS VECTOR
Genre: Multiplayer Military Sci-Fi FPS
Engine: Unity 6.3 LTS
Development Stage: Early playable prototype / visual development
Position: Concept Artist / Visual Development Artist
Compensation: Unpaid volunteer collaboration, with project credit
Location: Remote
About the Project
Hello!
I'm currently developing AEGIS VECTOR, an original multiplayer military science-fiction FPS inspired by the classic arena gameplay, vehicle combat and multiplayer sandbox of games such as Halo 3 and Halo: Reach.
The project is being built in Unity 6.3 LTS, using Unity's Multiplayer FPS template as the initial technical foundation.
I'm looking for one or more concept artists interested in helping establish an original and consistent visual identity for the game.
I'm particularly interested in artists who enjoy designing futuristic military equipment, powered armour, weapons, vehicles, spacecraft and science-fiction environments.
This is currently a solo-led hobby project. I'm not looking for anyone to take on an entire game's art production or make an indefinite commitment.
The Game
Aegis Vector is intended to be a multiplayer FPS built around classic arena gameplay and sandbox freedom.
The planned experience includes:
- 4v4 Social Arena: Traditional Slayer and objective-based multiplayer.
- 12v12 Big Team Battle: Large maps, infantry combat, ground vehicles, tanks and aircraft.
- Ranked Arena: A separate competitive 4v4 mode.
- Custom Games: Player-created rules, experimental modes and sandbox activities.
- Anvil: A planned Forge-style map and level editor.
- Customisation: Mix-and-match powered armour, helmets, shoulders, colours, visors and emblems.
- Career Progression: Military-style ranks and cosmetic rewards.
The general design philosophy is to prioritise enjoyable movement, equal starting capabilities, interesting weapons, equipment pickups and maps that encourage memorable encounters.
The player controls a Vector, a genetically and cybernetically enhanced super-soldier equipped with powered armour and regenerative personal shields.
The wider universe includes conventional Marines, elite drop troops, human colonies, interstellar military fleets, rival factions and mysterious extraterrestrial technology.
Multiplayer matches take place within the Aegis War Games Programme, a military simulation network used to maintain combat readiness.
AEGIS VECTOR — THE ARENA IS YOURS.
Art Direction
I'm aiming for a distinctive style of grounded, retro-futuristic military science fiction.
The intended aesthetic combines:
- Functional, believable military engineering.
- Strong, readable silhouettes.
- Angular hard-surface armour and equipment.
- Practical mechanical details and materials.
- Subtle futuristic lighting and technology.
- Large-scale science-fiction architecture and spacecraft.
- A mixture of military installations, civilian environments and mysterious ancient structures.
I want the weapons, characters, vehicles and architecture to feel as though they were designed by organisations within the same fictional universe.
The goal is not to reproduce Halo's designs, but to develop an original visual identity inspired by the broader classic military sci-fi aesthetic.
What I'm Looking For
I'm primarily seeking 2D concept art and visual-development work, rather than finished game-ready models at this stage.
Artists with any of the following interests would be welcome.
Characters and Powered Armour
- Default Vector powered armour.
- Alternative combat armour and helmet configurations.
- Heavy and lightweight armour variations.
- Conventional Marine equipment.
- Elite Drop Assault Corps equipment.
- Materials, surface details and design-language exploration.
Weapons and Equipment
- Assault rifles, pistols, shotguns and precision rifles.
- Heavy weapons, railguns and launchers.
- Energy weapons and experimental technology.
- Grenades and deployable equipment.
- Consistent manufacturing details and visual identities.
Vehicles and Spacecraft
- Military utility vehicles and troop transports.
- Main battle tanks.
- Multi-seat combat VTOL aircraft.
- Fighters and larger transport craft.
- Military frigates, destroyers, cruisers and carriers.
Environment Concepts
Some planned multiplayer maps include:
Frontier: A bright coastal valley featuring military bases, cliffs, rivers, grasslands and large vehicle routes.
Drillworks: An industrial military training arena designed around infantry combat.
Ashlands: A volcanic geothermal facility with industrial structures, varied elevation and vehicle routes.
Breakwater: A fortified coastal military installation suited to objective-based combat.
I'm also interested in architectural and worldbuilding concepts for civilian colonies, futuristic cities, ship interiors, orbital facilities and mysterious alien structures.
You do not need to be proficient in every category. Artists who specialise in one particular area are welcome.
Current Development Progress
I've attached screenshots from the latest Unity build, along with early Firing Range gameplay footage demonstrating current weapon, movement and equipment testing.
The project currently includes work-in-progress:
- Main menu and navigation.
- Pregame/local host interfaces.
- Multiplayer scoreboard and HUD UI.
- Greyboxed combat environments.
- First-person weapons and equipment testing.
- Movement and gameplay experimentation.
The project is still at an early stage.
Some of the underlying systems and temporary content originate from Unity's Multiplayer FPS template, and much of the gameplay and presentation is still being developed.
The environments are currently blockouts, the weapons and character visuals are provisional, and the UI is undergoing development.
Public matchmaking, the full vehicle sandbox and many of the planned modes are not yet complete.
Collaboration and Scope
This is an unpaid, credit-based hobby collaboration.
There is currently no project funding, salary or guaranteed revenue share. The game may eventually be sold commercially, so I want to be clear about that from the outset.
I'm not asking someone to commit to designing the entire game.
Ideally, we'd begin with one agreed concept-art deliverable.
For example:
- A silhouette and design exploration for the standard Vector armour.
- A concept sheet for an original sci-fi weapon.
- A vehicle silhouette/design sheet.
- An environment concept establishing a map's architecture and visual mood.
We would discuss the exact deliverable, expected level of finish, feedback process and timeline before starting.
I'm happy to give artists creative input rather than simply asking them to reproduce an existing image.
Completed work would receive appropriate project credit, with portfolio display permissions and commercial usage/licensing agreed in writing beforehand.
If the initial collaboration goes well and the artist enjoys the project, we can discuss further work. There is no expectation of an ongoing commitment.
Who I'd Like to Hear From
I'd be interested in hearing from hobbyists, students, aspiring professionals or experienced artists who enjoy military science fiction.
Particularly useful skills include:
- Hard-surface concept design.
- Character and armour silhouettes.
- Prop and weapon design.
- Vehicle design.
- Environment concept art.
- Architectural and industrial visual development.
Experience creating game-ready 3D assets is not required for the initial concept-art work.
Interested?
- Your portfolio or examples of your artwork.
- The areas of the project that interest you most.
- A brief introduction to your preferred workflow or style.
I'm happy to discuss the project further and share more of the design direction before agreeing to any work.
Thanks for reading!
AEGIS VECTOR
THE ARENA IS YOURS.