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[R>Artist 3D] [R>Programmer] [R>Voice] [R>Writer] The Velvet City [Unreal Engine]

Huhahahahuhahaha

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Feb 18, 2023
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Hi everyone, I'm working on an ambitious NSFW game blending deep storytelling, meaningful player choices. I’ve built a rich universe featuring unique locations characters with meaning and depth. This project means a lot to me, and I'm looking for passionate collaborators who believe in something bold and different. I can't disclose a lot in this post but you can get the idea by combining Detroit : Became Human and Gta5 with nsfw twist. THE VELVET CITY
image (1).jpg Flux_Dev_Ultradetailed_3Drendered_cinematic_street_scene_set_i_2.jpg
Velvet City
is a 3D semi-open world NSFW game set on a tropical island (inspired by the Faroe Islands) with a deep narrative, immersive adult encounters, and a stylized casino-noir aesthetic. You play as a Prince returning home to a city soaked in luxury, secrets, and power plays. Built in Unreal Engine 5, Velvet City aims to mix adult gameplay with serious storytelling and cinematic presentation.
Think GTA + Lust Epidemic + Eyes Wide Shut with your choices shaping every erotic and dangerous encounter.

What's done so far
:
I’m currently working solo on the script, vision, and design of Velvet City. I’m looking for passionate and skilled people to bring this dream to life with me. ( note: I have script for the demo).
QC4W3MMTZBKN8WB9CZFCJD8JX0.jpeg VMN34243YHJCWYKCP16V2DVE00.jpeg

Team & Roles Needed

  • 3D Modeler (characters, environment – realistic with stylized edge)
  • Animator (NSFW + cinematic sequences)
  • Unreal Engine Programmer (blueprints + systems)
  • Sound Designer & Composer (moody music, erotic SFX)
  • UI/UX Designer (menus, inventory, player choice systems)
  • Voice Actors (female/male – emotional and sensual range)


    What I Offer

    • A complete story/script direction already in progress
    • Long-term vision and passion for the game
    • Clear creative direction with room for collaboration
    • Revenue share (post-patreon release) and credits
    • Weekly updates and serious commitment
    Please feel free to Dm me on my discord ( nickname9448 )

    Velvet City is more than just an adult game — it's a cinematic, sensual experience crafted with passion, story, and visual depth. If you’re someone who wants to build something unique, rich, and unforgettable — I’d love to have you on board. Let’s create something that stands out in the sea of sameness.
    View attachment Neon_Nightclub_Scene_Video.mp4














    View attachment Velvet_City_Club_Scene_Video.mp4




















    Thanks for reading — the City awaits you.


 

kinrean

Member
May 12, 2018
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214
so you want to make a gta? well good luck finding any one, because you are asking people to build the kingdom and give it to you.

and it seem like you have no ideal what skill is needed to make it too.
 

Huhahahahuhahaha

New Member
Feb 18, 2023
7
2
13
so you want to make a gta? well good luck finding any one, because you are asking people to build the kingdom and give it to you.

and it seem like you have no ideal what skill is needed to make it too.
Hey, I appreciate your honest feedback — I know this kind of project sounds ambitious, and I completely understand where you're coming from.


Let me clarify a few things:
I'm not expecting anyone to build the entire game for me while I sit back. I'm deeply passionate about this project and am fully committed to learning Unreal Engine and game development as we go. I’ve already started planning, building lore, environments, and organizing the structure of the game. What I’m looking for is a small team of creative people who share a similar vision and want to grow and build something unique together — not work for me, but work with me.


I'm well aware this won’t be easy or quick, but I’m in this for the long haul, and I believe in starting now instead of waiting to be “perfect” at everything.


Thanks again for sharing your thoughts. I respect your input — and if you have any advice for someone just getting started, I’m all ears.
 

Vollezar

Gingers are love. Gingers are life.
Game Developer
Aug 14, 2020
1,557
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688
I don't think you understand just how hard it is to make a game, period.
What was that game that was released recently, that tried to copy GTA/cyberpunk? It was made by people who have been in business for a very long time. And it's utter shit.
Try your hand at making a small game first. Something simple. You can use the same story, if you have one. Just modify it a bit for a smaller scope. If things work out then you can use the same story and create the game you actually want. And you can use that small game to entice people to support your big game.

Aside from that, share in the profits is a bad idea. For those who will be working for you. Again, all of those things you are asking for require a massive amount of time to do even for a simple VN. For a project you want to do it will be either a full-time with a lot of over-time or your game will take 10+ years to get finished, if they work "in their spare time" so they can make money elsewhere to feed themselves.
You need to offer actual pay to people for this kind of project.
 

Huhahahahuhahaha

New Member
Feb 18, 2023
7
2
13
I don't think you understand just how hard it is to make a game, period.
What was that game that was released recently, that tried to copy GTA/cyberpunk? It was made by people who have been in business for a very long time. And it's utter shit.
Try your hand at making a small game first. Something simple. You can use the same story, if you have one. Just modify it a bit for a smaller scope. If things work out then you can use the same story and create the game you actually want. And you can use that small game to entice people to support your big game.

Aside from that, share in the profits is a bad idea. For those who will be working for you. Again, all of those things you are asking for require a massive amount of time to do even for a simple VN. For a project you want to do it will be either a full-time with a lot of over-time or your game will take 10+ years to get finished, if they work "in their spare time" so they can make money elsewhere to feed themselves.
You need to offer actual pay to people for this kind of project.
Hey Vollezar,


I truly appreciate your honesty and insight. You're right — making a game, especially something ambitious like what I'm envisioning, isn't easy. I’m still early in the process and learning every day. The feedback I'm getting from experienced developers like you is exactly what I need to grow and refine my direction.


That said, I’m genuinely passionate about building Velvet City. I know I have a lot to learn, but I'm not here expecting others to hand me a finished game. I'm here to collaborate, to find people who see potential in the vision and want to build something special together — not overnight, not without challenges, but with purpose.


As I build skills and bring on others with real experience (hopefully some of them from this very community), my aim is to bring more than just ideas — I'm bringing commitment, evolving plans, and creative fire to this project. I’m open to advice, criticism, and teamwork. Thanks again for your thoughts, and I hope we can keep the conversation going as things develop.
 
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Huhahahahuhahaha

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Feb 18, 2023
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View attachment WhatsApp Video 2025-08-08 at 11.43.30_ff9342ef.mp4

















A Game Built on Lust, Power, and Consequences


Step into the neon haze of Velvet City — a place where the surface glows with glamor, but the shadows whisper secrets. Behind the flashing lights of the casinos, behind closed doors and tinted glass, this city breathes sin, seduction, and stories waiting to unfold.


You're not just playing a game — you're living inside a world that's alive. A world where every character has a purpose, every choice you make leaves a mark, and the pleasures you chase come at a price.


Whether you're chasing power, thrills, or something deeper…
 

Vollezar

Gingers are love. Gingers are life.
Game Developer
Aug 14, 2020
1,557
9,203
688
Believe me, I am not trying to talk you out of it. It looks like a game I'd like to play.
What I am saying is that you can make it easier and more feasible to create this game if you first create a sort of a mini version of it. While giving yourself a chance to learn how game development actually works and with lower cost/stress to yourself. And use that version to finance your big project. There are a couple of devs who are branching out into much bigger projects from making VNs. After years of practice. Do NOT rush to make it big if you are serious about doing this sort of thing.
 

Huhahahahuhahaha

New Member
Feb 18, 2023
7
2
13
Believe me, I am not trying to talk you out of it. It looks like a game I'd like to play.
What I am saying is that you can make it easier and more feasible to create this game if you first create a sort of a mini version of it. While giving yourself a chance to learn how game development actually works and with lower cost/stress to yourself. And use that version to finance your big project. There are a couple of devs who are branching out into much bigger projects from making VNs. After years of practice. Do NOT rush to make it big if you are serious about doing this sort of thing.
Thanks a lot for your thoughtful message — I really appreciate it.


You're absolutely right. I understand that building the entire game from the start isn’t practical, and I’m not rushing into it. Right now, I’m aiming small and focused. I’ve written a proper script specifically for the demo, and my goal is to create a working, polished demo that explores the core mechanics, gameplay flow, cinematics, and animation.


This will help me learn the pipeline properly while giving others something concrete to experience and support. Once that’s solid, I’ll expand further. I’m treating the demo as a stepping stone — not just a teaser, but a foundation.


Thanks again for your support — it means a lot!
 
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kinrean

Member
May 12, 2018
261
73
214
Hey, I appreciate your honest feedback — I know this kind of project sounds ambitious, and I completely understand where you're coming from.


Let me clarify a few things:
I'm not expecting anyone to build the entire game for me while I sit back. I'm deeply passionate about this project and am fully committed to learning Unreal Engine and game development as we go. I’ve already started planning, building lore, environments, and organizing the structure of the game. What I’m looking for is a small team of creative people who share a similar vision and want to grow and build something unique together — not work for me, but work with me.


I'm well aware this won’t be easy or quick, but I’m in this for the long haul, and I believe in starting now instead of waiting to be “perfect” at everything.


Thanks again for sharing your thoughts. I respect your input — and if you have any advice for someone just getting started, I’m all ears.
if you are learning unreal then the first thing you should do is just use already make asset and system on the market and not asking people to make the model/asset . as there is alot of free asset in unreal.

you may say work with you, but that is never the case . let say people who want to work with you but ask you to change the whole world, will you do it? or will not make the model you want will you agree?
in the end some one have to lead and is never working with the lead.

in short you don't know what you need, in making a gta like game and you want people to make the asset , it will only end bad.

every model have to make for the system need/coding need. if you plan wrong you will have to edit the thing again.
and car is very hard to make as it need different set of skill then human model.

a simple list , of what you may need.

procedural generation for character
procedural system for building
road system
car system
driving system ( npc) and (player)
dialogue system
cutscene workflow
npc reaction system

and there many more.
 

Huhahahahuhahaha

New Member
Feb 18, 2023
7
2
13
if you are learning unreal then the first thing you should do is just use already make asset and system on the market and not asking people to make the model/asset . as there is alot of free asset in unreal.

you may say work with you, but that is never the case . let say people who want to work with you but ask you to change the whole world, will you do it? or will not make the model you want will you agree?
in the end some one have to lead and is never working with the lead.

in short you don't know what you need, in making a gta like game and you want people to make the asset , it will only end bad.

every model have to make for the system need/coding need. if you plan wrong you will have to edit the thing again.
and car is very hard to make as it need different set of skill then human model.

a simple list , of what you may need.

procedural generation for character
procedural system for building
road system
car system
driving system ( npc) and (player)
dialogue system
cutscene workflow
npc reaction system

and there many more.
Thanks for taking the time to share your insight — I really appreciate the honesty.


You're absolutely right about the complexity involved in building a game of this scale, and I understand that just having ideas isn’t enough — execution matters. That’s exactly why I’ve decided to start small by working on a demo first, where I’m using free/marketplace assets from Unreal to learn and prototype the core systems like gameplay, UI, dialogue, cinematics, and player interaction.


I’m not asking anyone to build everything from scratch at this stage — especially not the final models. I’m focused on learning the development process hands-on, and when the time comes for custom content, I want it to be built around a working foundation, not wishful thinking.


Also, I completely agree: someone needs to lead and set a direction. I’m taking full ownership of that. If anyone joins the project, it’s with clear expectations and creative alignment — not chaos or clashing visions.


I’m open to feedback and learning, but I’m not diving in blind. I’ve scoped my initial goals clearly and realistically. Thanks again for the heads-up — it's feedback like this that helps keep the vision grounded.
 

kinrean

Member
May 12, 2018
261
73
214
I’m not asking anyone to build everything from scratch at this stage — especially not the final models. I’m focused on learning the development process hands-on, and when the time comes for custom content, I want it to be built around a working foundation, not wishful thinking.
not asking people to make a final models for now, so what are you asking people to join and do what for now?

making any project is not about what you feel, is about what can be done. my problem with your project is that you are biting more than you can chew.

because this type of project will take at last 5 year but really it will be more then 10 year. and that is without the leaning part.

in another word, you think like a writer, full of dream with no skill. you need to think like a programmer or a artist that see the small small detail. and run the project like a business and not a passionate dream.
you have to ask the basic thing why will people join and what can you give to people who join. is not about money only.
 
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Apr 11, 2025
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It's good to be aware that the idea ambitious, but I wouldn't call the project much until it actually has some foundational work, be it just art, writing, or probably the hardest, an initial game framework. Now don't mean to shoot anything down, I am all for the idea of combining the two concepts together! In fact, in my 10+ years of being in the casual adult game making field (with no projects to my name...), I did see two great things I liked.

> "Clear creative direction with room for collaboration" one of the hardest thing is communicating ideas to other. As I get older and more familiar with the profession industry, I find myself gravitating more to those I see as 'genuine through effort.' not just passionate writers or artist, but those learning how to work on projects, be it that they learn to be more measured with their pacing and lasting longer, or writing up detailed plans and memo's to help with onboarding others.

> "Weekly updates and serious commitment" life is busy. for younger/newer/passionate devs, I find the first 2 weeks to be the kill week, where enough time goes by that the passion flares out and the disappointment with the lack of progress starts to set in. As a 'casual' dev, I may work on something on day a week... but that's asking a lot sometimes. and the amount of work that gets done in a day pales in comparison to doing work full time. It makes me feel old, but realizing that an even and measure pacing, like just a weekly update, is a reasonable approach that is good to see you mention. bonus points!

I can understand the consideration for picking UE, great graphics, probably actually stable owning company, and that's about where I see things. I could make a suit of figures no problem, but as a perfectionist, that isn't good enough. I'd want to be involved with importing the characters, customizing the materials, and even coding up the character controller and animator so that the asset is usable for the programmer and level editor. However I'm a unity and C# dev, I stay away from Unreal simply due to it using C++. Not to mention, I am a character only artist. environment artist and character artist can often be two different mindsets of people. so far I don't have the patience for making environment art, I just buy as needed.
So far since covid I've been seeing at best people sticking around on projects for 1.5 years, even in professional industries (not game making), simply because that is just the pace of life.

so for a project as ambitious, you'd need more than just passionate collaborators, you'd need to be able to take ownership of all the resources that will slowly accumulate, understand processes, and learn a bit of how everything works so that the one person you can half rely on, your self, will be around to onboard. But as things get more sophisticated (especially when you need a senior programming engineer near mid to end), onboarding actually becomes a training process, where it may be harder for people to jump into the project. I myself am solving similar problems, coding up entire frame works and 'sub engines' to build games ontop of, documented API so that the game making can be focused on the game, not developing the framework or tools which I say is 50% of all work involved, and is called 'dark work' since it is never noticed. ie what are you going for file saving? what tool chains? why? things for your programmer to determine but will critically affect a lot of how the core code is designed. will you use other premade tools to help prevent reinventing the wheel? great! until adding a simple feature requires editing how saving works, and now a new dev who didn't pick the tool needs to relearn what other devs did to implement the feature! ie game making is hard XP

I wish you luck. I do look forward to hearing more plans for the game as you talk with others and get a better feel for how things will execute.
 
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QuQx

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Feb 23, 2021
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Not only is this project never going to happen, but the use of AI to interest people in this "game" is goofy imo. Not to mention the AI written responses.