0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.
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ogl/c++ programmer - windows, mac, linux wildfire games anywhere programmers --about us-- wildfire games is a group dedicated to the development of collaborative projects designed and supported by enlisted volunteer members. committed enthusiasts of the game design community donate their time and energy to contribute to the eventual goal of creating freeware video games to the public, striving to prove to themselves and others that amateur designers are capable of developing retail-quality software. game design is our passion, and our ensemble of talented, dedicated volunteers are devoted to producing well-crafted applications for the enjoyment of our users. wfg started out as the small modding team that brought you the largest and most popular mod for age of kings in 2001 - rome at war ( http://www.wildfiregames.com/raw ), and since 2003 has been developing a standalone game from the ground up. --about the game-- 0 a.d. ( http://www.wildfiregames.com/0ad ) is a new freeware real-time strategy title currently under development by wildfire games. the full-featured game showcases six unique classical civilizations, each ideally depicted at their peak of economic growth and military prowess. featuring a ground-breaking new game engine custom built to suit our environment, 0 a.d. strives to give a rich and entertaining real-time gaming experience peppered with historical authenticity. our custom built rendering engine, pyrogenesis, will be released open source, and the game itself will be completely data driven and 100% customizable. custom modding will be a breeze as will scenario design with our user-friendly and richly featured “atlas” editor, allowing for map editing, unit and object editing, particle editing, and the introduction of a scenario design feature we call “pogs” (more on this at a later date). modifying the game's data files will be as simple as editing easy-to-understand java scripts and xml files. there will never be a commercial game that allows for this amount of end-user freedom and customization. the classical-era factions in our title consist of the hellenic states (aka the greeks), the roman republic, the celtic tribes, the persian empire, the iberian tribes, and the carthaginian empire. each of these factions will be unique; from unique technologies to unique units, special buildings, and civilisation bonuses. while our inspiration for 0 a.d. was the classic game “age of empires ii: age of kings” we have not bound the game 100% to “standard” rts gameplay. we are introducing a number of innovations and gameplay tweaks into the genre, while maintaining the depth of strategy and real-time tactical decision-making that real-time strategy gamers have come to demand in a aaa title. -working with wildfire games- wildfire games is specifically seeking experienced programmers who are willing to spend time and effort learning the inner-workings of our independently developed engine pyrogenesis. the applicant should have a strong knowledge of opengl, and will be responsible for extending the engine's visual effects and features. the team has a wonderfully friendly and helpful environment, full of intelligent designers that have a passion for gaming and game design. examples of tasks to be undertaken by the graphics programming division include decals, reflection/wave water effects, environment lighting and dynamic shadows, vertex animation, terrain blending, fog of war / shroud of darkness, skyboxes, vertex/pixel shader material framework, and a particle weather system. --recommended expertise-- good c++ skills problem solving abilities strong game programming knowledge communication and teamwork skills passionate about game development. if you have any questions, feel free to contact erik johansson, 0 a.d. project leader, at firstname.lastname@example.org.
3d animator wildfire games anywhere artists == about the game : http://wildfiregames.com/0ad, http://www.moddb.com/games/0-ad == 0 a.d. is a free, open-source, cross-platform real-time strategy (rts) game of ancient warfare. it's a historically-based war/economy game that allows players to relive or rewrite the history of six ancient western civilizations, from iberia to persia, each depicted at their peak of economic growth and military prowess. developed using pyrogenesis, a ground-breaking new game engine custom-built to suit our needs, 0 a.d. will give players a rich and entertaining real-time gaming experience. == about the position : http://www.wildfiregames.com/0ad/page.php?p=12831 == although we have not set specific parameters for the amount of prior experience you have had, we will evaluate your performance during the application process through a personal interview and a brief period of trial tasks. we recommend that you have at least 10 hours per week to dedicate to the project to ensure that progress is made, though this is not a strict policy. inactivity will, however, result in your removal from our development group. -- file types & work licensing -- as an artist of wildfire games, you'll work primarily with open source licensing for both the work you produce and how it will be distributed.our game is released under the cc-by-sa license, allowing third-parties to distribute and modify our content, as long as it is released under a compatible license. there are several main file types we work with in the art department: - collada (dae) for all 3d models and animations - direct draw surface (dds) for all graphics files (textures, gui etc.) - extensible markup language (xml) for defining the use of artistic assets (see: http://trac.wildfiregames.com/wiki/artdesigndocument#actors) -- tools necessary -- although we prefer that you use either 3ds max or blender, any software that exports to collada will suffice. unfortunately, this does rule out all gmax users.
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