Apply to Join the V-Slice Talent BASE

A woman working at a desk with dual monitors, one showing coding and the other showing a scene from a video game or digital art. The desk has plants, a glass of water, and office supplies, with a sunrise or sunset visible through the window.

If you’re a video game professional and you want to be considered for future V-Slice Partners projects, fill out the form to register your interest at no cost.
We’re building our vetted talent database and we’ll contact you when we’re ready to collect your full experience details.

Get Matched to Indie Projects That Fit You

WHY JOIN?

A diverse group of young people working together in a modern indue studio office with laptops, coffee mugs, and whiteboards, engaging in a collaborative meeting.

We connect you to studios actively developing and with a budget.

REAL OPPORTUNITIES

Two widescreen computer monitors displaying the Unreal engine and programming software, with a keyboard, mouse, and coffee mug on the desk.

We match on engine, pipeline, role, and specific technical skills, no need for pitching!

Match by skills

Woman working at a desk with dual monitors, a drawing tablet, and from home, creating illustrations of animals.
Digital illustration of a medieval knight in armor holding a sword inside a glowing holographic 3D cube with lock icons and binary code surrounding it.

We only contact you for projects that fit.

Respect for your time

Your profile isn’t public, only registered studios see vetted candidates.

privacy

    • Freelance portals (i.e: Fiverr / Upwork) = volume + noise. You get many mismatched jobs, lacking cultural fit and “shaddy” contracts.

    • V-Slice = curated match. We pre-screen for cultural fit, pipeline readiness and trusted studios, matching to your exact skillset and availability.

  • Graphics & Rendering

    • Nanite virtualized geometry (Unreal Engine)

    • Lumen / real-time lighting workflows

    • Baking high-quality lightmaps and V-Ray style hyperreal renders converted for real-time use (baked UVs → textures)

    • Shader authoring (HLSL / Material Editor)

    Gameplay & Systems Programming

    • C++: subclassing ACharacter, UCharacterMovementComponent, custom gameplay systems (Unreal)

    • Gameplay ability systems and authoritative server logic

    • C# & ECS patterns (Unity)

    Audio & Procedural Sound

    • MetaSounds DSP graphs for data-driven procedural audio

    • FMOD / Wwise integration and sound design for games

    Tools, Pipeline & Procedural Content

    • Houdini procedural assets and PDG for automated pipelines

    • Blender / Maya / Substance Designer workflows for artist → engine handoff

    • Perforce / Git LFS + CI integrations

    VFX, Animation & Motion

    • Niagara particle systems, GPU particles, and efficient VFX authoring

    • Animation Blueprints, root motion, mocap cleanup, retargeting

    • MetaHuman

    Performance, Rendering & Optimization

    • Profiling on consoles/PC (memory, draw calls, instancing)

    • Nanite/Lumen optimization, texture streaming strategies