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Fenrir Studios looking for Prop Modellers and a Level Designer (Forums : Recruiting & Resumes : Fenrir Studios looking for Prop Modellers and a Level Designer) Post Reply
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Jul 16 2014, 6:02am Anchor

Dark Storm

Dark Storm is a stealth action game in which players need to use their cunning and quick wit to give them the upper hand.

In Dark Storm you take control of Amber Kinsly, a security officer at the Irving Dynamics Alaskan research facility. Irving Dynamics has been the pioneer in aeronautical advancements for decades. Their newest research has made them the target of many attacks, from the outside and within. Amber is one of the many security personnel hired to combat these threats. However, when the base comes under attack by an unknown enemy, it's clear that your new mission is to evade and survive.

Amber's story is only one part of a bigger universe. Through episodic content releases, you will experience a story that takes you to the edge of a world covered in a Dark Storm.

Prop Modellers - 2 required.

The Dark storm team is currently looking for quality talent in Prop Modelling. Ideal candidates must have prior experience in a modelling package of their choice (baring in mind we're using Unreal 3) and must be able to use their initiative to produce professional and efficient meshes with UVs and relevant texture channels.

Required Skills

  • Experience in a 3D modelling package of your choice - you will need to be able to setup your grid for use in UDK. (we currently have members working in 3ds max, Maya, Blender, Z-Brush and Cinema 4D). This includes low poly and high poly mesh creation & optimisation, unwrapping, smoothing groups as well as working with lightmaps.
  • Experience in modular design - Due to the nature of the project, modular assets are highly important to us.
  • Experience in image editing software such as Photoshop.
  • Good communication and teamworking skills - Candidates may find themselves working with several other artists and designers to produce their models. Frequent communication and professionalism is vital and modellers will need to be reliable. We need to know that if we set a task, it gets done.
  • The ideal person for this job will be able to spare at least 10 hours per week minimum.

Additional Skills

  • Experience with UDK a plus.
  • Experience with team management services such as Producteev.

Level Designer - 1 required.

We are also currently seeking one level designer who will be working on a specific area in Dark Storm. Our workflow pipeline means that you as a level designer will be managing numerous prop modellers and setting them tasks. This means that aside from working in the engine itself, you will also be responsible for: creating asset lists (which define the needed assets and their boundary dimensions); assigning tasks to modellers as well as ensuring tasks are done on time.

Required Skills

  • Prior experience in UDK.
  • Experience in modular systems.
  • Experience using the UDK Material Editor.
  • A solid understanding of mesh topology requirements (since you will be managing prop modelers).
  • Experience with importing assets into UDK including an understanding of Packages and grouping.
  • Communication and Teamwork is an absolute must. As a level designer you should be available everyday and inputting around 20 hours per week.

Additional Skills

  • Experience with asset lists a plus.
  • Experience with modelling and image editing software a plus.
  • Experience with team management services such as Producteev.
  • Experience with Unreal Cascade.
  • Note - we have scripters who will be dealing with Kismet and Matinee but experience here is also a plus.

As a part of Fenrir Studios, you will need to attend a meeting based on your position. Prop Modeller and Level Designer meetings take place every Sunday 9pm GMT, however you will need to be active throughout the week and should be in contact as much as possible.


Dark Storm Official Site




Payment will be on a percent basis after the game is released everyone on the team that helped will receive an amount calculated off the amount of work they did that makes it into the final build. We plan to release on Steam and any other services that will allow. Everyone is required to sign an initial Royalty Contract and a final upon release. Leaving the team before release will lower your overall percent.

To Apply

Send a resume to

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