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NEPHESH GAME STUDIO

Kingdom Wars

Pre-alpha, in active development

About the game

Kingdom Wars is a sandbox fantasy MMO set in Aethor, where Humans and Orcs fight for territory. Everything you hunt, gather and craft feeds the war between the two kingdoms.

Genre
Sandbox MMO RPG, PvP kingdom warfare
Setting
Aethor, Humans vs Orcs
Client
Unity 6.5, URP, C#
Server
Node.js, TypeScript, WebSocket, PostgreSQL, Redis
Platform
PC, free-to-play on Steam
Look
Dark fantasy, stylized-realistic

The core loop

  1. Hunt
  2. Gather
  3. Upgrade
  4. Level up
  5. Go to war

What's already built

This is a working game, not a pitch. Everything marked playable runs in the current build.

PlayableIn progress

Character & combat

  • PlayableLeveling from 1 to 100
  • PlayableThree weapon types: sword, bow and staff
  • PlayableAbilities with mana and cooldowns
  • PlayableMobs and bosses with chest loot
  • PlayableWASD and click-to-move control modes

Items & economy

  • PlayableInventory, 8-slot equipment, five rarity tiers
  • PlayableItem durability and blacksmith repair
  • PlayableNPC shops, material sellers, gold economy
  • PlayableMining and woodcutting with skill levels
  • PlayableJob NPCs to pick a profession

World

  • Playable1×1 km handcrafted island with a city
  • PlayableMounts: horse and griffin
  • PlayableMinimap and full world map

Multiplayer

  • PlayablePlayer movement and animation sync
  • In progressServer-authoritative combat and shared mobs
  • In progressChat between players (UI done, networking next)

Next up

The plan from here, roughly in this order. No dates, just direction.

  1. Enchanting at the Forge, food and buffs
  2. Fully networked world: shared mobs, real chat, trading between players
  3. Territory war between Humans and Orcs
  4. Art pass across the whole game, which is where you come in
  5. Free-to-play release on Steam

Open roles

Most visuals in the game today come from licensed asset packs or are placeholders. The systems behind them work. Your job is to give Kingdom Wars its own look.

3D Modeler

Environment & character artist

Where it starts: the player character is a placeholder and most gear, buildings and mobs come from asset packs.

What you'd do

  • Model characters for both races, and armor sets that swap on the 8-slot equipment system
  • Create weapons, mobs and bosses
  • Build environment props and buildings for the two kingdoms
  • Deliver game-ready assets: clean topology, UVs, PBR textures for URP, LODs

What I'm looking for

  • A portfolio with game-ready assets, not only sculpts or renders
  • Comfort working within a polygon budget
  • Blender or Maya, plus Substance or similar
  • Bonus: rigging for Humanoid / Mixamo skeletons
Apply as 3D Modeler

UI / UX Designer

Game UI, HUD, menus, icons

Where it starts: every screen already works, skinned with a licensed UI pack. You replace the look, the logic stays.

What you'd do

  • Design the HUD: health and mana orbs, action bar, minimap frame
  • Design inventory, equipment, shop, blacksmith, job and map screens
  • Draw item and ability icons
  • Design main menu, character creation and settings

What I'm looking for

  • Game UI in your portfolio, not only web or app design
  • Icon work and an eye for readability in the middle of combat
  • Figma, Photoshop or similar
  • Bonus: experience with Unity UI (9-slice sprites, UGUI)
Apply as UI Designer

VFX Artist

Spells, impacts, environment effects

Where it starts: the staff fires a placeholder fireball and most abilities have no effect yet.

What you'd do

  • Create effects for sword, bow and staff: projectiles, impacts, buffs
  • Add feedback effects: hits, loot, level-up, gathering
  • Build environment effects: fire, fog, water, magic

What I'm looking for

  • Real-time VFX made for games
  • Unity Particle System, VFX Graph or Shader Graph in URP
  • Effects that stay fast on mid-range GPUs with 4 GB VRAM
  • Bonus: Houdini, flipbook textures
Apply as VFX Artist

How we work

Team
Viktor on the Unity client and game design, Stefan on the server. Meet the team.
Style
Remote and async. You work when it suits you, we sync on Discord in English.
Pipeline
Unity 6.5 with URP, Git and GitHub with LFS, Blender to FBX, Shader Graph.
Art direction
Still open on purpose. It gets decided together with the artists who join.
Terms
Discussed individually after first contact.

From application to first task

  1. You applyFill in the form with your portfolio link.
  2. I reply by emailIf it looks like a fit, we set up a call.
  3. Intro call on DiscordYou get the design document and we talk about the project and terms.
  4. You startYou get project access and pick a first area based on your strengths.

Apply

Pick a role, share your portfolio and tell me a bit about your work. It takes about five minutes.