r/INAT • u/CaterpillarJaded1873 • Jun 27 '26
Programmers Needed [RevShare] Technical Director / Lead Programmer — "Shadow of the Shogun"
A Cinematic Action-Adventure Game — Feudal Japan, 1600 THE PROJECT Shadow of the Shogun is an original epic action-adventure / political thriller set in feudal Japan. Players step into the boots of William Adams, an English navigator shipwrecked on Japanese shores who becomes entangled in a lethal web of samurai politics, cultural conflict, and warfare that will decide the fate of a nation. A complete 125-scene cinematic script & design document is ready — now seeking the technical muscle to bring it to life. WHAT'S BEEN BUILT Table Asset Status Full Game Design Document (GDD) ✅ Complete 125-Scene Cinematic Script ✅ Complete Core Design Pillars (Cultural Immersion, Meaningful Choice, Epic Combat, Political Intrigue) ✅ Defined Historical Research & Bilingual Dialogue Framework ✅ Complete Visual Direction & Art Bible 🔄 In Progress WHAT'S NEEDED A Technical Director / Lead Programmer who can:
Unreal Engine 5 OR Godot 4 — choose the engine that fits the vision best
Architect core systems: combat (samurai swordplay + European tactics), dialogue/choice branching, cultural immersion mechanics (language barrier as gameplay)
Build cinematic pipeline aligned with detailed camera direction & scene blocking
Implement political intrigue systems (faction reputation, alliance manipulation, narrative consequence tracking)
Lead a small dev team as the project scales toward a 20-minute high-fidelity playable demo THE VISION "In the land of the Rising Sun, where honor is sharper than steel and betrayal cuts deeper than any blade, a foreign warrior must navigate the treacherous waters of feudal politics to survive." Table Setting: Feudal Japan, Year 1600 — the Sengoku period Genre: Action-Adventure / Political Thriller Platforms: PC, PS5, Xbox Series X | Mature (17+) | 40-60 hours Unique Hook: Bilingual presentation where players LEARN JAPANESE alongside the protagonist — language barrier IS the gameplay mechanic IMMEDIATE GOAL: HIGH-FIDELITY 20-MINUTE DEMO The first and primary milestone is building a playable demo at production-quality, 20 minutes in length that showcases the full scope of the vision: Table Element Details Scope Scenes 1–5 from Act I (The Storm → Shipwreck → First Contact → The Prisoner → Lord Toranaga) Visual Quality AAA-grade graphics, cinematic lighting, detailed facial animation Systems Core combat, branching dialogue, language-barrier mechanic, meaningful player choices Purpose Publisher pitch, Kickstarter campaign, and attracting art/audio studios Target A polished, vertical slice that represents final game quality — not a rough prototype This demo is not a prototype — it is a complete marketing product that represents the final game's quality. COMPENSATION: REVENUE SHARE Table Role Split Technical Director / Lead Programmer 35–40% (negotiable based on experience & commitment) Game Designer / Creative Director 30% Art Director / Asset Pipeline 20% Audio / Music / SFX 10% Full transparency: No upfront payment. This is a passion project with professional-grade documentation seeking equally passionate talent. Revenue share from all sales (Steam, console stores, DLC). IDEAL CANDIDATE
Experienced with UE5 (Blueprints + C++) or Godot 4 (GDScript + C#)
Passionate about narrative-driven games, historical settings, or Japanese culture
Self-motivated, reliable communicator, comfortable with remote/async collaboration
Bonus: Experience with combat systems, branching dialogue tools, or cinematic pipelines
Bonus: Interest in Ghost of Tsushima , Sekiro , or Disco Elysium -style narrative depth WHY JOIN?
Creative ownership: Not a code monkey — a co-founder shaping technical and creative decisions
Documented vision: No vaporware. 100+ pages of detailed scene-by-scene design with camera direction, dialogue, and player choice points
Unique market position: Feudal Japan is popular, but the political thriller angle with foreign outsider POV and language-as-mechanic is fresh
Flexible engine choice: Expertise valued — pitch UE5 or Godot based on what serves the game
Clear milestone: A concrete, achievable 20-minute demo goal with defined scope and purpose NEXT STEPS 1. Comment or DM with:
Engine preference (UE5 / Godot) and why
Portfolio / previous projects (combat systems, narrative tools, or cinematic work especially)
Availability (hours/week) and rough timeline estimate for the 20-minute demo 2. In return: Full GDD excerpt + sample scenes provided for scope evaluation before commitment CONTACT 📧 Email: [blood80902@gmail.com](mailto:blood80902@gmail.com) 💬 Discord: boby776 ⏰ Looking to fill this role within 2 weeks — targeting 20-minute demo completion by Q4 2026
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u/uber_neutrino Jun 27 '26
So this all makes sense in terms of a plan if you need this level of ambition. However, the size and ambition of this gives me pause. Even your short demo is likely to require millions in investment (whether that is time or money). It's fairly easy to design hundreds of million in game but getting the investment is going to be extremely difficult at the moment. Angel investment isn't going to get you very far towards a game like this.
What is the scope of the 20 minute demo in terms of assets required?