New SCP Game Needs Development Team - COMMISSION-BASED & PER HOUR PAY

‣ Foreword

Hey there! My name is Nicholas, the Chief Executive Officer of WayLessSad–an up-and-coming small business that has recently taken on my old group’s project, Dimensional Containment Site 115 & ASCPF.

WayLessSad’s heart lies in a profound commitment to giving back to our community through positive mental health. We seek to create multiplayer networks, design immersive video games, and cultivate a vibrant and inclusive online community. Through this, we hope to maintain a safe and supportive environment where everyone, especially those facing mental health challenges, can find solace and camaraderie.

We seek people with specific skills to help us further expand DCS’s potential and bring it to the front page. We have plenty of usable assets from previous “tech tests” and alpha versions of the game; however, many significant systems/features must be reworked.

‣ What is ASCPF & DCS-115?

You can check out the ASCPF group here! At its peak before a player purge, there were approximately 560 members. Now, there’s not much to look at, but you get the idea. :.)

ASCPF (Artic’s Special Containment Procedures Foundation) is our take on the classic SCP Foundation genre. Players take on roles within a secretive organization tasked with securing, containing, and protecting the world from anomalous threats. With immersive roleplay, ranking systems, and dynamic gameplay, members can explore the mysterious DCS-115 (its primary facility), engage in containment operations, and rise through the ranks in a structured and thrilling environment.

After a book’s worth of lore, DCS-115 now exists in a localized dimensional bubble, operating as ASCPF’s primary facility. Accessible only through heavily controlled portals, it serves as a hub for the study and containment of interdimensional anomalies. Personnel within DCS-115 are uniquely equipped to handle the world’s most dangerous SCPs while grappling with the implications of living in a facility that is itself anomalous.

‣ What sets Dimensional Containment Site - 115 apart from other games in the genre?

We bring a completely fresh view of gameplay while still being genre veterans. The game, having been in development previously, has plenty of usable assets (+ an original soundtrack) that we plan to build off of rather than scrap. We’re hoping to include features that make the game enjoyable for all those who want to play (whether in a combat role, non-combat role, or as a civilian) and make servers self-sustaining, not requiring any edgy roleplay.

What do you mean the game has already been in production?
At the declining end of COVID-19 in August of 2021, this project was put to rest for many reasons (mental health, family, etc); however, upon doing some deep file-searching, all of the assets from the game have not been lost, and can be put to this new version almost immediately. This project is almost entirely funded out-of-pocket by me, so the chances of it being cancelled again are extremely slim.

With the company’s backing, we plan to promote heavy advertising and cultivate an online community to change the future of gaming for all.

‣ Conceptual Photos

Existing Game Photos + Models

While there aren’t many photos of existing assets, here are a few of the old GFXs for the game!


Concept & Reference Photos + Games

Vesta Conglomerate’s RIPTIDE
FrancisHUnderwood’s ARC 32
Visceraled’s Site Roleplay
BlueConX’s Facility Roleplay

‣ Our Current Team & Positions Available

Project Management and Game Design:
@Articstxrdam - Executive Producer, Project Manager, Writer
@CVLTNeptunE - Executive Producer, Assistant Project Manager
[TBD] - Executive Producer, Assistant Project Manager
@festivefox27 - Writer & Producer

Former Project Management Team

@CVLT_Neptune - v1 Game Designer
@capspoping - v1 Game Designer
@shruum3d - v1 Game & Level Designer
@Musketfall - v1 Game & Level Designer

3D Modeling & Building:
{position open} - Head of the Building & 3D Modeling Team
{position open} - Environment 3D Modeler
{position open} - Weaponry 3D Modeler
{position open} - Builder
{position open} - Builder

Former 3D Modeling & Building Team

@Musketfall - Head of the Building & 3D Modeling Team
@MechanicalCore - 3D Modeler
@shruum3d - 3D Modeler
@Q2SX - By-commission 3D Modeler
@Nikola_Dev - Weaponry 3D Modeler
@ltsNeptune - Builder

Programming:
{position open} - Head of the Programming Team
{position open} - UI/UX Programmer
{position open} - Anomalous Object Programmer
{position open} - General Programmer
{position open} - Weaponry (Melee & Gun) System Programmer

Former Programming Team

@UnknownParabellum - Programmer

User Interface Team
{position open} - UI/UX Designer

Former UI/UX Team

@ChiefWildin - UI/UX Designer

Animation:
{position open} - Weaponry Animator
{position open} - Player Movement Animator
{position open} - Anomalous Object Animator

GFX Design:
{position open} - GFX Designer

Soundtrack:
Cordis Deorum - Soundtrack & OST Composer (tracks 1-5)
If you’re a soundtrack composer and are interested in composing

‣ Positions Open

We are not looking for beginners, unfortunately; however, I don’t believe in superficial requirements like “6 years in Lua.” If you believe you fit the description for the role, please apply! Too, if you’ve got skills that would be beneficial to the team that aren’t expressed above, please shoot me a DM!

Unless specified otherwise, pay is assignment-based, meaning the game is broken up into required “assignments” – you are then paid upon completing each assignment at an agreed-upon price before starting. (ex. You’re assigned to match the already completed hallway design to the gray box; we agree on $50 before starting, based on the scope of work.)

A note on payment. Albeit WayLessSad backs us, this project is entirely funded out-of-pocket by me, hence the lack of major studio-level payment.

3D Modeling Positions

Head of 3D Modeling & Building

Pay: Per Hour, willing to discuss (max $25)
Role Description: You will oversee the creation and design of in-game assets and environments for Dimensional Containment Site - 115. This role involves managing a team of builders, ensuring models meet quality standards, optimizing assets for performance, and bringing the facility’s world to life with immersive, detailed designs.

Environment 3D Modeler

Pay: Commission Based, per assignment ($10-$30, depending on size)
Role Description: You are responsible for creating detailed objects that enhance the realism and immersion of the game’s environment. These include items like coffee cups, furniture, fire extinguishers, crates, boxes, and other environmental props. The role involves designing high-quality, optimized models that align with the facility’s aesthetic while ensuring they perform well in-game.

Anomalous Object 3D Modeler

Pay: Commission Based, per assignment ($10-$30, depending on size)
Role Description: You are responsible for modeling unique, lore-driven anomalous objects that serve as focal points of gameplay and narrative within Dimensional Containment Site - 115. These may include strange artifacts, containment items, SCP-like entities, or experimental devices. Your models must strike a balance between realism and uncanny or mysterious design, reflecting the object’s anomalous properties while fitting within the facility’s visual style. Attention to detail, creativity, and optimization for Roblox’s engine are essential to ensure the objects perform well and contribute meaningfully to the immersive experience.

Weaponry 3D Modeler

Pay: Commission Based, per assignment ($10-$30, depending on size)
Role Description: You are responsible for designing and creating high-quality, detailed models of both melee weapons and firearms for the game. This role involves crafting realistic and visually appealing weapons while ensuring they fit within the game’s aesthetic. For firearms, you must also create a variety of modular attachments—such as scopes, silencers, grips, and magazines—that allow for customization and dynamic gameplay. The models must be optimized for Roblox’s engine to balance performance and detail.

You’ll be modeling approximately 8-10 firearms and 4 melee weapons.

Builder

Pay: Commission Based, per assignment ($10-$75, depending on size)
Role Description: You are responsible for constructing the facility based on a provided graybox design, transforming rough layouts into immersive, detailed environments. Your work involves designing areas like containment zones, offices, and corridors while ensuring the facility feels functional and atmospheric. Builders are also encouraged to provide gameplay feedback and suggest ideas to improve the player experience, ensuring the map is both visually appealing and engaging to explore or roleplay in.

Programming Positions

Head of the Programming Team

Pay: Per Hour, willing to discuss (max $25)
Role Description: You oversee all scripting and technical systems for the game, ensuring smooth and efficient gameplay mechanics. This role involves managing the programming team, reviewing and writing code, and implementing core features such as containment systems, player interactions, UI functionality, and role-based systems.

UI/UX Programmer

Pay: Commission Based, per assignment ($10-$150, depending on size)
Role Description: You focus on implementing intuitive, user-friendly interfaces that enhance the player’s experience in gameplay. This role involves scripting functional UI elements, such as menus, role selection screens, HUDs, and notifications, while ensuring they are visually appealing and responsive.

Anomalous Object Programmer

Pay: Commission Based, per assignment ($10-$150, depending on size)
Role Description: You are responsible for coding and implementing the AOs (Anomalous Objects; SCPs) found within the facility, a core aspect of gameplay. This role involves scripting the unique behaviors, interactions, and effects of each object, ensuring they function according to their lore and characteristics. For example, you may code a SCP that alters reality when interacted with or one that poses a constant threat to players.

General Programmer

Pay: Commission Based, per assignment ($10-$150, depending on size)
Role Description: You are responsible for handling a wide range of core scripts that support the overall gameplay experience on DCS-115. Your tasks will include programming systems for tool-givers (such as automatically providing players with weapons, items, or special abilities), managing token or datastore collection (for saving player progress, achievements, or items across sessions), and ensuring that these systems work smoothly and efficiently.

Weaponry (Melee & Gun) System Programmer - work starts later

Pay: 4 installments of $87.50 ($350 total) - (beginning of melee, completion of melee, beginning of guns, completion of guns)
Role Description: You’re responsible for programming smooth, responsive, and immersive combat mechanics. For melee weapons, you’ll handle hitting detection, syncing animations with attacks, and adding satisfying effects like sparks or sounds when strikes land. For guns, you’ll work on creating realistic firing systems, reloading mechanics, and projectile behaviors. Necessities for this system include limb-based damage, death effects, limited ammo, and more. I would also love to experiment with “old” versions of each gun, able to be found around the facility, that can jam mid fight.

You’ll be programming approximately 11 firearms and 9 melee weapons.

Animation Team

Weaponry Animator

Pay: Commission Based, per assignment ($10–$30, depending on complexity)
Role Description: You are responsible for animating a variety of weapon-related actions, including idle poses, reloads, firing sequences, inspections, and melee attacks. Your work will bring realism and weight to the game’s combat experience, ensuring each weapon feels responsive, satisfying, and visually polished. Animations must be smooth, well-timed, and compatible with the weapon models provided, while also optimized for performance within Roblox’s engine. Prior experience with FPS-style animations is highly preferred.

Player Movement Animator

Pay: Commission Based, per assignment ($10–$30, depending on complexity)
Role Description: You are responsible for creating high-quality animations that define how players move and interact with the world. This includes walk cycles, running, crouching, climbing, idle stances, and more. Your animations should feel grounded, fluid, and immersive, enhancing the player experience and helping to sell the atmosphere of the facility. Attention to detail and familiarity with Roblox’s animation systems are key to ensuring seamless transitions and polished gameplay.

Anomalous Object Animator

Pay: Commission Based, per assignment ($10–$30, depending on complexity)
Role Description: You are responsible for animating the behaviors and effects of various anomalous objects within the game. These may include subtle idle movements, activation sequences, containment breach reactions, or supernatural effects. Your role involves bringing eerie, unpredictable, or otherworldly life to these objects while maintaining visual consistency with the world’s aesthetic. Creativity, atmospheric awareness, and a strong grasp of timing and expression through animation are essential.

Miscellaneous Positions

Clothing Designer

Pay: Commission-based, per assignment ($10–$25, depending on complexity)
Role Description: You are responsible for designing high-quality, lore-consistent clothing assets for characters within Dimensional Containment Site - 115. This includes uniforms for staff and security, casual wear for civilians, and specialized attire for various departments or scenarios. Your designs should reflect the tone and structure of the facility while maintaining visual clarity and style consistency. The role requires attention to detail and the ability to create clean, optimized textures that enhance character identity and immersion.

GFX Designer

Pay: Commission-based, per assignment ($10–$35, depending on complexity)
Role Description: You are responsible for creating high-quality graphical assets that support the visual identity and marketing of Dimensional Containment Site - 115. This includes game icons, thumbnails, and other visual materials. Your work should reflect the tone of the game—mysterious, immersive, and professional—while standing out in a competitive Roblox marketplace. Strong skills in composition, lighting, and post-processing are essential, along with the ability to collaborate closely with modelers, builders, and developers.

Requirements

  • You must be at least 16 years old (preferably 18) to apply for a role on our team!
  • You must be timely with your work; we are flexible with extenuating circumstances, but please deliver on time!
  • You must have a slight concept of the SCP Genre or understand the concept of DCS-115 well.
  • You must be able to work with a developer and a non-disclosure agreement.
  • You must have decent English and grammatical skills.
  • You must have Discord and be willing to join two servers (ASCPF + WayLessSad).
  • Be willing to join both the ASCPF and WayLessSad group on Roblox.

What will we provide in return for you?

  • A team-based environment where the game’s creation aims to be fun for all.
  • A rewarding development experience with incentives for quality & fast delivery (bonuses).
  • A perpetual “Studio Developer” / “Former Studio Developer” tag on all WayLessSad games.
  • An understanding environment with wiggle room for delays, if necessary.
  • Quick and timely compensation on an agreed-upon schedule.

‣ Contact

If you’re interested in joining the WayLessSad Team on this project, please message me on the forum with a link to your portfolio or examples of your work. We’ll use Discord as our central place to communicate.
I am thrilled to start this project again and can’t wait to meet all of you.

If you’ve read all the way through and aren’t interested in joining the team, but are interested in watching this game progress, I’d love to see you join the WayLessSad and ASCPF groups and see you in our Discord server.

Cheers!
Nicholas
Chief Executive Officer, WayLessSad
Executive Producer & Project Manager of DCS-115
Professional Hot Chocolate Connoisseur

Hashtags

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