Fight For Freedom

by Sean Liddy


    Our project requires skills from people for a TPS. We need programmers, Concept artists, Level Designers etc.

    San Francisco electrician brothers Robert and Trevor Jones are supposed to be attending their next client (where there is an electrical fault in a cafe). The North Koreans launches a surprise invasion of San Francisco City and suddenly North Korean soldiers, led by General Tatarin, capture and seize Trevor Jones. Amidst the attack, Robert, after learning about the attack (when saving Trevor in the Fire Station) takes to the streets, soon encountering a man named Mr. Rogers(Californian police constable) and resistance member Philip Jenkins. After rescuing Jones from a fire station and Jennifer from a police station, the group retreats to the sewers and sets up a base of operations as San Francisco is lost, with the media now being controlled by the North Koreans.

    Months later, Robert, Philip, and Jennifer sabotage key Korean facilities and reclaim areas within the city, building up a resistance group of San Fracisco citizens and disillusioned enemy soldiers. Robert becomes known as the "Freedom Phantom" within the Korean-controlled media network. The plot is to not only fight for freedom within California State, but 9 other surrounding states, where the Koreans have been infiltrating and holding hostages.

    Each game in the series, will span across 20 levels, whereby you and your team members need to raise the American flag (in victory of killing off enemy targets) in each of the main cities/towns within each state respectively. Once you get to the flag and raise it, that is the level completed.

    My part

    My part in the team is to to take Team Lead, but also to participate in the 3D Modelling, Story Writing, and some of the level design. I ensure everything runs smoothly, assets tables are updated, and each team member is working on the required part/function.

    (Expected) Revenue

    At this stage we are not aware of what the expected revenue will become, although we do hope to achieve quite a massive audience, therefore revenue will be generated from sales of the game, which will be on multiple platforms; PC/Xbox, and PlayStation.

    Risks & challenges

    We understand there will be risks along the journey, in that we are bound to face competition from other current developers, who will be aiming to market and sell TPS games. our objectives are not primarily focused on generating profit; our goal and objective is to meet and face any challenges, and just aim to become a highly reputable gaming company.
      • Concept Artist

      • 4-8 h.p.w
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      Function description

      Create the visual elements of the game, such as characters, scenery, objects, vehicles, surface textures, clothing, props, and even user interface components. He/She should also create concept art and storyboards which help communicate the proposed visual elements during the pre-production phase.


      Ideally the skills should be based around experience of Adobe Photoshop, Photography, Sketching, drawing and anything associated with the concept art for 3D artists to model the environments and assets for the project.


      Firstly, the main offer will be the percentage of the overall profit, generated from sale of the game product. Offer of the end product itself.
      • Lead level Designer

      • 4-8 h.p.w
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      Function description

      As a Level Designer, you’ll be responsible for creating beautiful, well realised, coherent, interesting spaces for the player to explore. We’re looking for someone with a keen visual eye for spatial layouts and an appreciation for environmental storytelling.


      Regardless of experience level, the role will primarily be focused on the game itself. On getting your hands dirty and actually building great experiences with a wide range of editors and tools. In practice, this entails tasks like: Working with the Lead Designer, and the concept artist(s), and your fellow Level Designers to understand constraints of a space and how it needs to fit in with the rest of the world. “Spaces” can include anything from towns to parks to military bases and anything in between. Then either constructing the vision for the space and laying it out in the world or refining the vision for a space then updating an existing space to better match that vision. This includes creating or updating the footprint, laying out roads, placing buildings and major landmarks, to even adding civilians. Everything just short of doing the final propping pass.


      Offer is a percentage from the profits on the sales on the end product. Also, offer of the end product itself.
      • Animator

      • 2-4 h.p.w
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      Function description

      Being responsible for the portrayal of movement and behaviour within a game, making best use of the game engine’s technology, within the platform’s limitations


      Have knowledge of computer 2D and 3D animation techniques. Be creative and imaginative. Have knowledge of full motion video (FMV). Be able to work as part a team and also on your own initiative. Be able to take responsibility for organising your work within the production schedule, managing files and meeting deadlines. Understand the production process Also, be able to communicate effectively with other teams and disciplines is essential. Have some knowledge of programming, ideally be able to reveal attitude, emotions and mood through a character’s movement and behaviour.


      Percentage of whatever the total profit from the sales of the the end product (game).

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  • Starting: Oct 29, 2017
  • Expired
Teamup by

Sean Liddy

United, United States
  • Concept
  • 3D Artist
  • Designer
  • UE4
  • Photoshop
  • Unreal
  • 3ds Max
  • Maya
  • Join team
Concept Artist
status: available
1 requests
Lead level Designer
status: available
0 requests
status: available
1 requests