Join Us

Applications are for unpaid volunteer positions only and may take several months to process.

We are looking for experienced individuals who are passionate about Source Engine development. Those interested in helping develop Pre-Fortress 2 can apply to a position below that best suits their skill set.


Programming Team


  • Game Programmer


    Must have

    • Knowledge of C++
    • Knowledge of Visual Studio 2022 or Qt Creator
    • Familiarity of Git and GitHub
      • Proper Branch Etiquette
      • Descriptive Commit Messages

    Good to have

    • Knowledge of Debugging Crash Dump files
    • Familiarity of Source Engine Programming
    • Familiarity with GDB
    • NPC Programmer (Specialization)
    • Knowledge of Source Engine NextBots

    Apply

  • Web Developer


    Must have

    • Knowledge of TypeScript
    • Familiarity with React
    • Familiarity with Node
    • Familiarity of Git and GitHub
      • Descriptive Commit Messages
      • Proper Branch Etiquette

    Good to have

    • Familiarity of PHP
    • Knowledge of Database Management
    • Clean Code Best Practices

    Apply

Mapping Team


  • Environment Artist


    Must have

    • Familiar with texturing software such as Photoshop, 3D Coat, Substance Painter, and Substance Designer
    • Has experience authoring Non-PBR hand painted materials within the TF2 Art style and has interacted with the Shaders in TF2
      • Has experience creating environment materials for BSP brushes
      • Has experience working with built-in texturing tools for Source 1
        • Valve Texture Tool (VTEX)
        • Height2ssbump
    • Has extensive experience with Blender
      • High-Poly and Low-Poly Modeling
      • Sculpting
      • Retopology
      • Hard Surface Modeling
      • Organic Modeling
      • Creating game ready UV maps
      • Creating modular props
    • Familiar with importing 3D models and materials to Source 1
    • Has a deep understanding with asset and level optimization within Source 1
    • Able to appropriately name and place assets in the correct directories, create zoo maps for newly created environment assets, and use %keywords for environment materials
    • Familiar working with version control software such as Git and Github
    • Familiarity in Hammer++ Suite
      • Hammer++
        • VBSP++
        • VVIS++
        • VRAD++
      • HLMV++
    • Essential Hammer Skills
      • General
        • Vertex and Clip tool
        • Cordoning
        • Compiling Settings
        • Gridded and resourceful brushwork
        • Object groups
        • Visgroups
        • Instances
      • Optimization
        • Area portals
        • Hint/Skip brushes
        • Knowledge of brush entities, how they effect compiles
          • func_detail
          • func_brush
          • func_lod
      • Visual
        • Texture palette cohesion
        • Models compliment setting
        • Competence in detail scaling
        • Cube maps
        • HDR/SDR

    Good to have

    • Familiarity with external map compiling tools
      • CompilePal
      • BSPEntSpy

    Apply

  • Level Designer


    Must have

    • Familiar with creating levels in Team Fortress 2.
    • Managing and applying playtest feedback into levels
    • Familiar with Source 1’s logic system
    • Familiar working with version control software such as Git and Github
    • Familiarity in Hammer++ Suite
      • Hammer++
        • VBSP++
        • VVIS++
        • VRAD++
      • HLMV++
    • Essential Hammer Skills
      • General
        • Vertex and Clip tool
        • Cordoning
        • Compiling Settings
        • Gridded and resourceful brushwork
        • Object groups
        • Visgroups
        • Instances
      • Gameplay
        • Familiarity with All Game Entities
        • Understands Inputs and Outputs in Entity Logic
        • Competence in Scaling and Perspective
        • Sniper Sightlines
        • Grenade Spam
        • Chokepoints
      • Optimization
        • Prep for Area Portals
        • Prep for Brushwork
        • Prep for Hint and Skip Brushes
        • Knowledge of brush entities, how they effect compiles
          • func_detail
          • func_brush
          • func_lod
      • Visual
        • Familiarity with Environment Detailing Workflow
        • Texture palette cohesion
        • Cube maps
        • HDR/SDR

    Good to have

    • Familiarity with external map compiling tools
      • CompilePal
      • BSPEntSpy
    • Familiarity with VScript

    Apply

Graphic Design Team


  • UI Designer


    Must have

    • Familiar with vector or raster based image software such as Adobe Illustrator, Adobe Photoshop, and Affinity Designer
    • Has experience working with Source 1’s VGUI system and creating UI for games
    • Create and implement UI materials into the engine
    • Familiar with Team Fortress 2’s UI style
    • Has experience working with Source 1’s texturing tools
      • Valve Texture Tool (VTEX)
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

  • Graphic Designer


    Must have

    • Familiar with vector or raster based image software such as Adobe Illustrator, Adobe Photoshop, and Affinity Designer
    • Familiar with Team Fortress 2’s Graphic Design style
    • Has experience creating material for the game world (posters, logos, and signs)
    • Has experience creating material for promotional purposes, branding, website, and achievement icons.
    • Has experience working with Source 1’s texturing tools
      • Valve Texture Tool (VTEX)
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

Texture Team


  • Texture Artist


    Must have

    • Familiar with texturing software such as Photoshop, 3D Coat, Substance Painter, and Substance Designer
    • Has experience authoring Non-PBR hand painted materials within the TF2 Art style and has interacted with the TF2’s Shaders
      • Has experience working with Source 1’s texturing tools
        • Valve Texture Tool (VTEX)
        • Height2ssbump
    • Has extensive experience with Blender
      • High poly modelling and sculpting
      • UV unwrapping and packing
      • Setting up meshes for baking
    • Has a deep understanding with asset optimization
      • Texture packing and compression
      • Understanding shader features and their performance cost
    • Familiar with importing and implementing materials in Source 1
    • Familiar working with version control software such as Git and Github

    Apply

  • 3D Particle Artist


    Must have

    • Has extensive experience working with the Source 1’s tools
      • Particle Editor
      • Valve Texture Tool (VTEX)
      • MKSheet tool
    • Has experience authoring stylized particle sprites within the TF2 Art style
    • Create and implement static or animated particle sprite textures in Source 1
    • Has a deep understanding with particle and texture optimization
      • Particle counts and collision
      • Texture compression and packing
      • Overdraw
      • Shader features and their performance costs
    • Flexibility and understanding with Particle Functions packaged with Source SDK 2013 and TF2
    • Able to create visually clear and distinct particles that fits within the Team Fortress 2 style
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

3D Modeling Team


  • 3D Concept Artist


    Must have

    • Knowledgeable on Character Design
      • Distinct silhouette/shape language
      • Appropriate Scaling
      • Proper detailing
        • Not overly detailed/noisy
        • Has visual interest
      • Design can be transferred to 3D
        • Model sheet lines up with design
        • Design isn’t abstract
          • No needlessly small details/hard to see
          • Ideas are properly communicated
    • Character Art
    • Weapon/Item Art
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

  • 3D Character Artist


    Must have

    • Has experience creating character models
    • Familiar with texturing software such as Photoshop, 3D Coat, Substance Painter, and Substance Designer
    • Has experience authoring Non-PBR hand painted materials within the TF2 Art style and has interacted with the TF2’s Shaders
    • Has extensive experience with Blender
      • High-Poly and Low-Poly Modeling
      • Sculpting
      • Retopology
      • Hard Surface Modeling
      • Organic Modeling
      • Creating game ready UV maps
      • Creating Blendshapes/Shapekeys/Facial flexes
      • Setting up meshes for baking
    • Familiar with importing 3D models and materials to Source 1
    • Has a deep understanding with asset optimization within Source 1
      • Level of detail with meshes and textures
      • Reducing drawcalls
      • Working under set limits with mesh and textures
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

  • 3D Weapon Artist


    Must have

    • Familiar with texturing software such as Photoshop, 3D Coat, Substance Painter, and Substance Designer
    • Has experience authoring Non-PBR hand painted materials within the TF2 Art style and has interacted with the TF2’s Shaders
    • Has extensive experience with Blender
      • High-Poly and Low-Poly Modeling
      • Retopology
      • Hard Surface Modeling
      • Creating game ready UV maps
    • Has experience with rigging weapon models
    • Familiar with importing 3D models and materials to Source 1
    • Has a deep understanding with asset optimization within Source 1
      • Level of detail with meshes and textures
      • Reducing drawcalls
      • Working under set limits with mesh and textures
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

  • 3D Rigging Artist


    Must have

    • Has experience with IK Rigging in Blender or SourceFilmmaker
    • Has experience with FK rigging and weight painting for characters, weapons, and animated environment models
    • Familiar with Retargeting Rigs
    • Familiar with importing 3D models and animations to Source 1
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Good to have

    • Familiarity with Scripting Languages
      • Blender’s Python and Drivers API
      • SourceFilmmaker’s Python API

    Apply

Animation Team


  • Thirdperson Character Animator


    Must have

    • Has extensive experience animating in Blender or Source Filmmaker
    • Familiarity with Source 1’s Faceposer
    • Has experience creating character animations for Source 1
    • Able to implement animations into the game with QC scripting
      • Animation Macros
      • Additive Animation
      • Blend animation and pose parameters
      • Aimmatrix
      • In-game IK rigging
    • Able to create animations that is consistent with Team Fortress 2’s animation style
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply

  • Firstperson Weapons Animator


    Must have

    • Has extensive experience animating in Blender or Source Filmmaker
    • Has experience creating first person animations for Source 1
    • Able to implement animations into the game with QC scripting
    • Able to create animations that is consistent with Team Fortress 2’s animation style
    • Familiar working with version control software such as Git and Github
    • Able to appropriately name and place assets in the correct directories

    Apply