Middle
Freelance
Negotiable
Remote
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.
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
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.