off topic produtions recruiting concept artist(s) off topic productions anywhere artists off topic productions, the team behind the critically acclaimed "the nameless mod" for deus ex, is looking for a talented, dedicated concept artist to join our team and help us create the visual style for our next game! the project code named “project hyperion”, our upcoming game is an indie title with a total 2.5 year development time frame, 6 months of which will be pre-production (which is where the concept art will be done). the human race has expanded outwards into the solar system but there is a distinct lack of transporters, phasers, and other scientific voodoo. the aim for the aesthetics is gritty and realistic (think battlestar galactica and firefly). our goal building on our past experience, our goal is to create an rpg that focuses on allowing the player to solve each problem in multiple different ways while serving up a compelling narrative with believable, memorable characters. the game will be a commercial indie priced title with our sales goal being 20,000 copies. compensation off topic productions has been around for 7 years as a tight knit group of developers, however, we have only just now begun the process of incorporation into an llc. as such, we are paying all team members via a profit share system. we're offering 1.25% of game profits (our currently estimates put that at about $2500, but obviously we can't state that with absolute certainty) to the artist that signs on for half a year of part-time work. this will of course be laid out in a contract. job description we're looking for both environment concepts and character concepts. we’ll either be hiring one artist for each, or a single artist who’s capable of doing both. if you feel you'd be able to fill both positions, the profit percentage can be negotiated upwards. concept artists would be working with the lead designer and 3d artists in order to define the look and feel of the game as well as working up specific concept pieces, including characters, environments, ships, and weapons. team structure our development is coordinated via a private phpbb forum, and a lot of communication takes place via msn or skype every day. there are currently 11 team members, with management and planning meetings taking place weekly over skype and msn. google documents is used for collaboration on the bulk of the game documentation. our previous work our last project was the smash hit "the nameless mod", for deus ex. while our currently project is vastly different in many ways, we aim to carry over the fantastic player immersion that freedom that made tnm so appealing. of course, you don't have to take our word for it, here's a list of a few of the game media articles on tnm as well as a link to our post mortem: pc powerplay magazine - page 1, page 2, page 3, page 4 richard cobbett (pc gamer writer) - http://www.richardcobbett.com/codex/journal/filingcabinet/the_nameless_mod/ cd action (polish) - http://thenamelessmod.com/news/images/tnmcdaction_polishmag.jpg gamestar (german) - http://thenamelessmod.com/news/images/tnmgamestar.jpg pc gamer (uk) - http://thenamelessmod.com/news/images/tnmpcgameruk.jpg the nameless mod post mortem - http://www.gamecareerguide.com/features/749/postmortem_the_nameless_.php
demonstration industry job ad desuranet online web/other moddb is looking for a few good men (or women) to join its ranks and expand its coverage of the mods listed across the site. our community consists of a variety of modding groups, the most prevalent one being fps mods. however, if you look carefully, you'll notice entire sub-communities that gather around different rts, rpg and simulation mod projects. we want to recognize the efforts being put into some of these often overlooked projects on the site and so we're putting out a call for volunteers. think you have what it takes to join the moddb crew? prove it to us! here's how you can apply: find a non-fps mod to focus on and write a feature about it. this can be anything from a full review or developer interview to a preview of an upcoming build. the key here is to concentrate on mods that have released or are close to releasing. all features should demonstrate an active interest in the subject and colorfully illustrate the specifics of a gameplay experience. we're looking for people who can offer constructive critiques that draw from a history of gaming and exposure to the modding scene.once you've completed a draft, post your article under the features section on moddb. make sure to pay attention to the formatting and grammar as best as you can. if you need to see some examples of how moddb staff formats official editorial content, check out these links: zeno clash interview a different kind of (action) adventure from modder to game developer i'll be reviewing entries as they come in and giving approval to exceptional content for the front page and possibly the headlines. on march 20th (two weeks from now) moddb staff will choose the top five articles. as an added bonus, the writer of each will be offered a spot on our volunteer staff roster as well as a copy of world in conflict. i would put a countdown timer (mmm, countdowns) here, except i don't want this to devolve into some contest for a game. we're looking for long-term volunteers that share our passion for the modding and indie game scene. as moddb continues to grow, we'll have plenty of opportunities to share perks and offer advancement to the most active staff members. serious applicants only, please. thanks. [center][/center]
weaponsmiths 1985 development team anywhere artists a few positions have recently became available on the 1985 mod team. we have a vast selection of weapons modeled and skinned and ready to go into game. we need someone with the following: -an ability to animate weapons for source -an ability to compile weapons into source -a good sense of humour -msn & skype -you have to be sexy enough to fit in with the rest of the 1985 team! realistically, we need these weapons compiled in game within the next fortnight (that's two weeks!) we will give you the weapon models and skins, arms, and you will animate them to a list of animations, compile them, and send them back.... simple! weapons list l1a1 slr gpmg akm sterling carl gustav if you think you can contribute, then don't hesitate to contact us.
art director / project manager the love disastrous (animation) online, uk preference artists the love disastrous is an ambitious, action packed short feature that follows the immortal captain of the love disastrous; a leviathan battleship stolen from it's former corporate owners. set in a dark, dystopian future, it incorporates elements of both steampunk and cyberpunk in a post-apocalyptic setting. the feature itself is fearless of the usual taboo, and touches on concerns such as the use of child soldiers, racial inequality and global, corporate monopolisation. you are an aspiring art director, and you are familiar with common modelling and animating practices, and the unreal technology art pipeline. your responsibility is to recruit and manage a team of artists to in order to produce around five minutes of selected footage from the screenplay, which then may potentially be used in order to secure funding for technology licensing and further development of the full feature. there is no financial compensation available for this position; the project is unfunded and experimental.
torque script programmer packers remakes anywhere programmers i have two projects that are in need of programmers, zelda world (zw) and bad fur day remake (bfdr). both are remakes of nintendo® 64 games the legend zelda®: ocarina of time™, majora's mask™ and conker's bad fur day™. both of these projects are being made on the torque game engine for varius reasons. zelda world is a type of sandbox game that allows users to create there own quests/story's with the content from oot™ and mm™ in an online experience. bad fur day remake is a remake of the multiplayer game modes from conker's bad fur day™ with a tactical shooter experience on the pc. example list of programming bad fur day remake needs: weapons - flame throwers to bazzoka's, duel wielding uzi's. players - movement speed needs to chance when holding certain weapons player selection - team dm nees certain characters used on each side, dm allows players to choose there own. inventory - dropping there current weapon when you pick up a new weapon game modes - deathmatch, team deathmatch, capture the flag etc. anything you see in multiplayer modes in cbfd needs to be done. a few examples of programming zelda world needs: weapons - hookshot, bow, throw-able bombs, sword and shields player selection - certain levels may only allow a certain character to be used and on other levels player could choose. inventory - weapons, items and quest items selection and assigning to keys. game modes - single player, co-op, free roam/sandbox. anything you see in the loz series on the n64 needs to be done. requirements: put at least a few hours of work a week in. previous work or an example, i'd like to see what you've done. own copy of the torque game engine (optional, but required if you need to modify the sdk) most of the programming will need to be discussed for full understanding, you can email me in how to apply if you're unsure about anything. zelda world website: http://www.zeldaworld.packersremakes.com/ bfdr moddb page: http://www.moddb.com/games/bad-fur-day-remake
mapper - level designer the wind - a feature length machinima production online production level designers the wind, a feature length machinima (video game animated film) is currently seeking several mappers. these are designers with a passion for creating realistic maps. ideally you'll be a mapper with experience, a professional approach and a strong work ethic! we are currently using the source engine so experience with hammer a must. the wind is currently working with the nyc based production company ghost robot and west coast producers in both the gaming and film industries. our production also has a lively forum, weekly meetings, and ftp, guidebook etc to keep you working. please apply quickly as we are currently creating a film trailer and need skilled designers! right now, we need someone who can make a realistic suburban street. we have lots of references and a good start. to see interviews with our cast and crew, please visit http://www.thewind.tv/news.html
3d modelers: required for ashura: dark reign ut2k4mod xr-s mod team anywhere artists note: we are a mod team and thus if you apply to produce content for the mod you will not be paid, it is voluntary work, as with other mods. all work you do can be used in your portfolio to help you obtain a job in the games industry, and will be used for the enjoyment of the public. also, all work of yours will be credited throughout the creation of the mod. ashura: dark reign is a total conversion modification for unreal tournament 2004. it essentially changes the game from a first person shooter into a sonic the hedgehog videogame. new physics capabilities have been coded to allow players to run through loops and corkscrew static meshes, along with a new range of abilities for the blue blur as played in the official sega titles. there will be many changes made, such as new bot support, additional character abilities, cinematics, and a wide variety of locations and objects to interact with. we are looking for multiple 3d artists that are able to create characters, enemies, buildings, statues, miscellaneous items, and/or terrain models. requirements for the job: 1: must be fluent in the use of 3d modelling programs such as 3ds max and/or maya. 2: must be able to model from source images. 3: must be able to converse with the rest of the modification team. (e.g. via msn messenger.) 4: must have a portfolio to provide previous work. if a portfolio is not available then applicants will be required to create a model from scratch from concept art. some extra skills, that are not required, but can help, are: 1: animation skills 2: a love of sonic the hedgehog games. 3: skills in level design, texturing, and/or programming in unrealscript. we have our own website, forum. our team is friendly, and helpful. the modification allows you to work at your own pace, and is flexible with production time used in relation to the mod. however, the more work that is done means the faster the mod is completed.
environmental artist - 3d modeler the wind - a feature length machinima production online production artists the wind, a feature length machinima (video game animated film) is currently seeking several environmental artists. these are designers with a passion for creating realistic models that fill a variety of environments. ideally you'll be a modeler with an interest in foliage, trees and all the parts of nature. if you have experience making natural textures or sprites then all the better! all models will eventually be imported into source from valve. knowledge of that process is a plus but we will teach! the wind is currently working with the nyc based production company ghost robot and west coast producers in both the gaming and film industries. our production also has a lively forum, weekly meetings, and ftp, guidebook etc to keep you working. please apply quickly as we are currently creating a film trailer and need skilled designers! to see interviews with our cast and crew, please visit http://www.thewind.tv/news.html
character developers 1985 development team anywhere artists we're looking to improve our character development team. we have concepts and basic models of some of the npc's we need for the beta release. with your help we would like to increase the npc models to give 1985 a wider scope and make the mod more interesting. this includes models of soldiers, civilians, rebels, children, etc. we require the following: character modelers must be able to model, uvmap and texture their creations character animators must be able to rig and animate to a set list of animations character compilers must be able to compile models ready for use in the source engine, this includes creating qc files etc. if you have any of the skills above, and would like to join a productive and fun team then get in contact!
3d character modelers the wind - a feature length machinima production online production artists the wind, a feature length machinima (video game animated film) is currently seeking several 3d character modelers with an eye for detail. these candidates should be interested in creating lifelike humans and also characters of fantasy to be imported into the source engine. we have amazing high-def references, both full body costumed shots and head shots. you will work closely with the director and a tight knit team of friendly designers. our feedback is constructive and fair. the wind is currently working with the nyc based production company ghost robot and west coast producers in both the gaming and film industries. our production also has a lively forum, weekly meetings, and ftp, guidebook etc to keep you working. please apply quickly as we are currently creating a film trailer and need skilled character designers! for information on the director, please go here: http://www.moddb.com/mods/the-wind/news/spotlight-on-the-director-robotbigfoot-aka-oliver-warden
animator emotional robots inc. anywhere artists warm gun we are looking for a dedicated animator... someone who can animate characters and weapons. we have a nice collection of fully rigged and ready meshes. please view our mod db page and see what we have already completed... if you want to join with a dedicated team that will be releasing soon drop me a line. this is a huge opportunity for someone who is looking for a stable home... we are just about to enter into the make something unreal contest and we need your help.
crysis/cryengine2 c++ coder anarchy productions anywhere programmers the team: anarchy productions is a modteam that current consists of twenty-two members from various places around the world, with the team currently being focused upon the development of the "assassination mod". the team is friendly and easy to work with, where constructive criticism will be provided where needed, as well as encouraging comments/feedback. the current project: as previously mentioned, the whole team is currently working on the "assassination mod". the assassination mod is a modification for crytek's crysis, where the player will play as an assassin in various levels, working to take out a designated target. the core gameplay of crysis will be used, as the mod will feature as a first-person shooter, although some new gameplay elements will need to be programmed in c++. various new assets will also be used in the modification, ranging from props, weapons, characters, vehicles etc. current progress on the modification can be found on the modification profile (http://www.moddb.com/mods/assassination-mod). advertised position: a c++ coder who is familiar and experienced with the crysis source-code is needed to realize some of the gameplay features that we have planned. we require the applicant to: • have a reasonably good level of english. • possess the ability to communicate with fellow team members over a forum, as well as to be polite to team members. • have a reasonable amount of time to dedicate to the current project. • be proficient at c++ coding and visual studio, and familiar with the crysis source-code. • be able to program in new features in c++ from a text-based concept. the applicant will always be given a reasonable timeframe in which to complete any given task.
weapons animator anarchy productions anywhere artists the team: anarchy productions is a modteam that current consists of twenty-two members from various places around the world, with the team currently being focused upon the development of the "assassination mod". the team is friendly and easy to work with, where constructive criticism will be provided where needed, as well as encouraging comments/feedback. the current project: as previously mentioned, the whole team is currently working on the "assassination mod". the assassination mod is a modification for crytek's crysis, where the player will play as an assassin in various levels, working to take out a designated target. the core gameplay of crysis will be used, as the mod will feature as a first-person shooter, although some new gameplay elements will need to be programmed in c++. various new assets will also be used in the modification, ranging from props, weapons, characters, vehicles etc. current progress on the modification can be found on the modification profile (http://www.moddb.com/mods/assassination-mod). advertised position: the team currently has many weapon models and textures ready for animation and ingame exportation, so we are currently looking for a talented weapons animator. we require the applicant to: • have a reasonably good level of english. • possess the ability to communicate with fellow team members over a forum, as well as to be polite to team members. • have a reasonable amount of time to dedicate to the current project. • to have a copy of 3ds max and to be proficient at animation in it. • create various animations (firing, reload, melee...) for many weapons (mp5a4, benelli m3, rpg7...). this will include animating the respective weapon as well as the first-person arms (via manipulation of the bones) appropriately. it would be preferable and desirable if the applicant could rig any given weapon for ingame use in crysis, although not absolutely necessary. however, the applicant must have a copy of 3ds max 2008 or higher if they are unable to rig the weapon themselves. the applicant will always be given a reasonable timeframe in which to complete any given task.
vegetation modeller/texturer anarchy productions anywhere artists the team: anarchy productions is a modteam that current consists of twenty-two members from various places around the world, with the team currently being focused upon the development of the "assassination mod". the team is friendly and easy to work with, where constructive criticism will be provided where needed, as well as encouraging comments/feedback. the current project: as previously mentioned, the whole team is currently working on the "assassination mod". the assassination mod is a modification for crytek's crysis, where the player will play as an assassin in various levels, in various environments, working to take out a designated target. the core gameplay of crysis will be used, as the mod will feature as a first-person shooter, although some new gameplay elements will need to be programmed in c++. various new assets will also be used in the modification, ranging from props, weapons, characters, vehicles, vegetation etc. current progress on the modification can be found on the modification profile (http://www.moddb.com/mods/assassination-mod). advertised position: a vegetation modeller/texturer who can model various items of vegetation (bushes, trees...) at reasonable, optimized polycounts is needed. the applicant will also be required to unwrap and texture any creations. we require the applicant to: • have a reasonably good level of english. • possess the ability to communicate with fellow team members over a forum, as well as to be polite to team members. • have a reasonable amount of time to dedicate to the current project. • be proficient at modelling, unwrapping, and texturing. • be able to model/texture new items of vegetation from a reference image. it would be preferable if the applicant was familiar with the exportation of vegetation into crysis, although that is not completely necessary. the applicant will always be given a reasonable timeframe in which to complete any given task.
musician vgo mod dev team anywhere audio/music we are looking for musicians who can do oriental music for the upcoming hydra release of vgo which includes the north vietnamese army. these can be in a variety of tone, pace and style. we are also interested in musicians who can do epic/military/orchestral music to bolster our existing usa tracks. this is a good opportunity for a budding musician to get music into a well known, determined rts mod that has been in development for over three years and has already seen one major and three minor releases.
gui artist bio-chronic studios anywhere artists eutopia is a ut3 modification with an original ip , we are in the process of going through the conceptual stages for characters , enviroments , weapons , vehicles and enemys and would like to hear from anyone thats interested. we are looking for artists to help out with the design of our gui`s for the game, this includes the hud , the crossairs , and also various other little pieces. we are looking for a very minimalistic set up for all the gui so take this into account when applying. requirements: -must have a wide imagination -must be able to take an idea and run with it -must think practically in designing things -the ability to turn ideas into visuals we look forward to hearing from you asap, please note this is a mod team and thus you will not be payed, it is a voluntary position like other mods and all work you do can be used in your portfolio to help you obtain a job in the games industry or show off your skills at the very least.
lua scar, nis, ai coder raccoon city incident anywhere programmers raccoon city incident is a total conversion for dawn of war that aims to blend survival horror with real time strategy in a crazed cinematic gorefest. now looking for a lua/scar scripter to create custom game modes, special behaviors, faction ai and interactive sequences/cutscenes. full scripting documentation can be found here; http://www.relicrank.com/frameset/frameset.htm the only requirment is a logic code crunching brain and the will to learn but previous experience with lua or similar language(s) may prove useful. other valuable characteristics: ability to take iniative and work independently based on loose guidelines. understanding of basic gamedesign, what type of scenario could be fun. kownledge of resident evil and the raccoon city universe.
coders, 2d/3d artists, mappers chasseurs de bots anywhere artists hi there! let me start by introducing to you what warsow is and what its about. warsow started off with two concepts, one pertaining to gameplay, the other to visuals. the gameplay concept is simple. we have the standard wasd movement of any fps but we have also added the ability to dash left/right along horizontal surfaces, and also the ability to walljump off vertical walls. these tricks are very intuitive to perform, just press the 'special' key! there is also the ability to perform double jumps off ledges, and slides along ramps. all together, these movement capabilities make moving around in warsow very fun and pleasant with the added bonus of being relatively easy to use. for the visuals, we went for celshaded flashy and shiny design. this comes across most obviously on our maps and its easier for me to post some pics rather than try and describe it :p [img]http://www.warsow.net/media/screenshots/wdm8.jpg[/img] [img]http://www.warsow.net/media/screenshots/wdm5a.jpg[/img] [img]http://www.warsow.net/media/screenshots/wdm3.jpg[/img] as you can see, the visual style is quite pronounced. the game uses a modified version of the qfusion engine which is based on the quake2 source code. the current feature list is quite lengthy already. [code] rendering: - support of q1, q2, q3 and raven bsp formats. - support of (md2,) md3 and skm model formats. - glsl shading support. - static per-pixel lighting, offsetmapping, reliefmapping and distortions. - planar stencil shadows and soft shadow mapping on models. - extended q3 shader support, with added templates and glsl materials. - optional hardware outlines and normal-mapped cellshading. - bloom effect engine: - pure filesystem configurable per pack, with support for q1, q2 and q3 packs. - web and server downloading. - configurable input cmd generation ratio independent of cmd transmission and of rendering ticks. - zlib compressed network protocol with support for packet fragmentation. - openal and software backend sound support, with consistent sound falloff algorithms. - powerful demo support, with demo jumping and optional multiview format. - registrable bitmap fonts support, with optional utf8 encoding. - configurable server snapshot tick ratio. - configurable server game tick ratio. - angelscript support for scripts. - demo dumping for avi recording of images and sound. - server side recording of multiview demos. - server autoupdate via web. - skeletal animation blending. - fps independent animations system. game: - antilag system using backwards reconciliation as integral part of collision tracing. - optimized movement and player weapon prediction. - extrapolated linear projectiles. - powerful gametype scripting. - integrated ai with a* pathfinding. other: - hud scripting. - demo recaming support. - tv server with demo recording and playback capabilities. - stress tested by real use. [/code] now i'll give you a rundown of what we would like to see in future versions: stats and matchmaking system. increased characterisation of the ingame effects; weapon effects, player effects etc. introduction of new gametypes. what we will need in terms of manpower to achieve this will be 2d/3d artists, mappers and programmers with knowledge of c/c++ and anyone else that would like to help out. our development style is pretty loose, we dont have strict deadlines or anything strict really. this is purely a hobbyist project and you will have considerable freedom in terms of what you do and how you do it. all we ask is that you are skilled, mature and dedicated. if your interested in helping out, drop me a line at thelawenforcer@warsow.net or register on our forums and send me a pm via the boards. if you have examples of any work you’ve done in the past that would be great. thanks in advance lawrence 'thelawenforcer' mccurrach www.warsow.net
2d texture artists imperial guard: brothers in arms mod anywhere artists the imperial guard: brothers in arms mod is a modification for dawn of war,soulstorm. we are seeking 2d texture artists. this is not a paid position, however it's a great start for someone looking to enhance their portfolio. we are looking for people who: have a graphic editing program that is able to save in tga. or dds. file format..(photoshop,gimp,etc,) are willing to work in a very close team environment. a knowledge of the warhammer 40k universe would be helpful, but not neccessary.
in need of animator and coder warm gun mod anywhere web/other warm gun needs you! we are doing the big push to finish the mod for msu phase iv and need a little bit of assistance. we are in need of an animator that can rig and animate the completed weapons and characters we have. we also need a coder that has experience in unreal script. there are a few things that need to be implemented before phase iv.
mechanical/vehicle concept artist bio-chronic studios anywhere artists eutopia is a ut3 modification with an original ip , we are in the process of going through the conceptual stages for characters , enviroments , weapons , vehicles and enemys and would like to hear from anyone thats interested. we are looking for conceptual artists to help out with the artist we already have , to ease the load and to make things progress alot quicker and smoother so that we may move onto the build phase. requirements: -must have a wide imagination -must be able to take an idea and run with it -must think practically in designing things -the ability to turn ideas into visuals we look forward to hearing from you asap, please note this is a mod team and thus you will not be payed, it is a voluntary position like other mods and all work you do can be used in your portfolio to help you obtain a job in the games industry or show off your skills at the very least.
lift mod hiring coder position! lift studios anywhere programmers lift is looking for a coder! applicants must have good experience with the hl2 source engine. this is a decently challenging position due to the involvement of flight and customization. the game revolves around online mech(giant robot) dog fights. lift is a mech mod based off of the amazing eureka seven world. this is a mod for the half life 2 source engine. it has been in production for over two years. fans of the series will find themselves flying familiar lfos and kfls. fans will also be able to revisit environments from the show, and use the same equipment that your favorite characters used. if you are interested then please visit our main site for more information www.liftmod.org watch the video on the main page. we also have an in depth gameplay overview that has much more information, on our forums http://lift.12.forumer.com/viewtopic.php?t=33
prop and texture artists no more room in hell - hl2 mod anywhere artists we are currently looking for a few prop and texture artists to help us here at nmrih get some work done. most of the work would involve creating a lot of level props, regular everyday items to fill up the levels and make the world feel full and believable as well as environment textures for the level artists to use. it should also be noted that passion and ability to dedicate time to the mod is more important than current talent or skill, although we do want people with experience and who know what they're doing. prop modelers -> requirements [*]proficient in 3dsm or maya (or other 3d program, if you so choose) [*]a good portfolio / smattering of images from your work you can show us [*]drive to get a mod completed [*]ability to work on projects at least a few days a week [*]bonus points for being able to unwrap, texture, and import models into the source engine (we can teach the importing process if you're not sure, it's simple! ha...ha...) texture artists -> requirements [*]proficient in photoshop (or other 2d program, if you so choose) [*]a good portfolio / smattering of images from your work you can show us [*]focusing on environmental textures and decals/overlays [*]drive to get a mod completed [*]ability to work on projects at least a few days a week [*]bonus points for being able to create ssbumps (normal map + height map + ssbump program), and being able to import textures into hammer and ingame for use. if you have never heard of us or seen any of our work check out our moddb page at this link http://www.moddb.com/mods/no-more-room-in-hell we hope to be working with you soon!
weapon animator topic studios anywhere artists we are currently seeking a weapons animator over at the orion project. we are nearing our first public release and need to re-do and create some new weapon animations. we have around (give or take) 2 months up until release and have to get everything ready. we have our technical artist, louis deane that can do all of the model attachments, bones, and compiles, so this is a strictly animating job only. if you are interested, please contact me on any of my personl contacts: message me on moddb email me @ david@prassel.com message me on msn @ praz34@msn.com david prassel project director / lead game designer / art director orion project / unannounced project david@prassel.com
3d character modeler bio-chronic studios anywhere artists eutopia is a ut3 modification with an original ip , we are in the process of going through the conceptual stages for characters , enviroments , weapons , vehicles and enemys and would like to hear from anyone thats interested. we are looking for 1-3 people who can model in either maya or 3d studio max , and are able to either use zbrush or mudbox , to help turn our designs and ideas into fully 3d models that can be then put into unreal engine 3. requirements: -must have experiance in 3d modeling -must be able to take an idea and run with it -must be enthusiastic -not essential but would be a plus to get someone who can use zbrush or mudbox we look forward to hearing from you asap, please note this is a mod team and thus you will not be payed, it is a voluntary position like other mods and all work you do can be used in your portfolio to help you obtain a job in the games industry or show off your skills at the very least.
unreal script programmer bio-chronic studios anywhere programmers eutopia is a ut3 modification with an original ip , we are in the process of going through the conceptual stages for characters , enviroments , weapons , vehicles and enemys and would like to hear from anyone thats interested. we are looking for 1-3 people who can program using unreal script to help out with the ideas we already have , and to try and implement our current ideas into the engine before the build phase so we know that they will work and to also have a decent ammount of time testing for bugs. requirements: -must have experiance with unreal script or be willing to try -must have enthusiasm we look forward to hearing from you asap, please note this is a mod team and thus you will not be payed, it is a voluntary position like other mods and all work you do can be used in your portfolio to help you obtain a job in the games industry or show off your skills at the very least.
conceptual artist bio-chronic studios anywhere artists eutopia is a ut3 modification with an original ip , we are in the process of going through the conceptual stages for characters , enviroments , weapons , vehicles and enemys and would like to hear from anyone thats interested. we are looking for 1-3 conceptual artists to help out with the artist we already have , to ease the load and to make things progress alot quicker and smoother so that we may move onto the build phase. requirements: -must have a wide imagination -must be able to take an idea and run with it -must think practically in designing things -the ability to turn ideas into visuals we look forward to hearing from you asap, please note this is a mod team and thus you will not be payed, it is a voluntary position like other mods and all work you do can be used in your portfolio to help you obtain a job in the games industry or show off your skills at the very least.
sound effects designer black sierra developers anywhere audio/music black sierra developers are looking for an experienced sound designer to work on creating sound effects for the ut3 mod black sierra in time for it's release for the msu in august. currently i have been leading up both the music and audio design for the mod but due to commitments in the big wide world i need someone to take over the sound design aspect (music is complete almost for the demo) for a few months and then when i get back work alongside with me. we are looking for someone who has some experience in making sounds for games already or for someone who is looking to start working on sound effects for games with a background sound design. the mod itself is in a good state with hard working developers and is close to a beta release so you will be expected to start work on the mod as soon as you join. please feel free to check out the mod site at www.blacksierramod.com please note this is for sound design only, not for music composition.
level designer independent anywhere / remote level designers i'm a bsp based mapper looking to get back in to mapping. i've got a forum thread in the moddb recruiting section too. below is a tinyurl to some previous works i have done. http://tinyurl.com/m4pszp any questions, comments any sort of contact would be encouraged and directed to the following e-mail address: thaldarin[at]gmail[dot]com or via my site details. thanks.
unreal coders renegade x anywhere programmers renegade x a total conversion mod for unreal tournament 3, and 3rd place for players choise upcoming mod of the year is looking for programmers. we are looking for talented programmers whom have experiance working with unreal script. there are many positions open for programmers. we are looking for coders whom can work on gameplay elements, game modes, ai development, and even technical engine development. criteria: - must have experiance with unreal script if you are looking for a professional team whom is extremely serious about their work then consider joining the renegade x team. thanks for your consideration.
looking for a team (beginner c++ programmer) anywhere programmers i'm currently learning the core concepts of c++. in the past i've worked with python and php and a little java. i'm looking for a mod team who is willing to recruit someone who is still getting to grips with things and has little experience and knowledge. i would be comfortable working with a scripting language also as long as it's not too complex. i'll keep this advert updated with my progress on learning. you can contact me at: brraveheart@googlemail.com my site (not much going on there at present, 21/6/09): http://sites.google.com/site/bravecode/
3d modeller unitedstudios anywhere artists unitedstudios is currently in need of a couple of experience modellers, to help with the creation of models for the mods that the team will produce. the modelling will consist of modelleing, buildings, starships, ground infantry, human modelling and ground vehicles. we only require that you can model some of these, not all, but of course to have someone with enough skills to model all of these types would be fantastic. currently unitedstudios is completing three mods for the star wars empire at war rts game, but we are also beginning proceedings to train as modders for the soase mod, and models are something which makes mods great. modellers should be able to export to .3ds format.
3d artist wulf mod anywhere artists wulf, a new mod with twist on a world war 2 first person shooter, is currently recruiting mainly 2d & 3d artists but any other talents would also be welcome. the mod is in production already and many aspects of the game are already been implemented into the gameplay. the remainder of the production of this mod involves 3d modelling, animations and mapping. a full list of what has been done and what still remains to be done can be found on the progress page of the website. for more information on this mod and how to apply to be part of the team please look at the website www.wulfmod.com or email mark evans at mark@thedryspot.co.uk regards, mark evans
programmer - 3d game world (source etc) skillsage games london programmers we are looking for competent programmers for our 3d action game. the game is currently in design stages, and we are looking to take on extra programming staff for this illustrious position. you must be experienced in 3d games engines and will also have good programming skills. for the right candidate, this is an excellent opportunity to express your ideas freely and to also have significant input into game design decisions. skillsage games is looking for committed members (ideally living) in london who want to be part of an exciting game creation process. as such, we offer all hardware resources in our studio, and are conveniently located in croydon (london). if interested, please send a cover letter detailing your experience, along with your cv to: aaron@skillsage.org and games@skillsage.org thank you! sg
experienced freelance composer myself anywhere audio/music my name is kari sigurdson, you can hear samples of my music at www.soundclick.com/peacemaker , you can also read about my past projects, and some responses i have gotten. i am able to make the following types of music : orchestral - trance - techno - ambient - drum and bass - hip hop. my price will be based on the projects size and budget, just contact me if you have any questions about it. you can contact me at karisigurd4@gmail.com if you are interested in hiring me to compose music for your project or if you have any questions.
level designer for sandbox 2 sonic dev group anywhere programmers sonic is a multiplayer racing game. you will be able to perform stunts, to host/join races with others, discover special locations, upgrade your car (not visually, but i'll think of that when the mod is going to the alpha phase), and to perform co-op tricks and little missions. you drive muscle, import and racing cars; there will be a system like in cod4 (like "win 10 races and get this car") and a huge open map which will be completely free to discover, no invisible barriers; so you will be able to combine parts of stunts to a giant combo. the gamemodes: _______________________________________________________________ #1: race i dont think i'll have anything to explain about it, its simply driving from the start to the finish; first one wins. #2: drift the more you slide, the more points you get. #3 stunt perform stunt combos and tricks to get the highest score! #4 carwar will be an option which is choosable for: -race -all vs one -capture the flag this is a bit complicated: the game will split up the players in 2 parts: the gunners and the drivers. the driver simply drives to the finish,the gunner tries to shoot the other teams down. if he gets 4 kills in a row (1 crashed car = 1 kill, simply shooting the gunner won't count), he receives a rocket launcher with 2 rockets. for each 2nd kill after that he gets another rocket. maybe grenades will be included. the gunner has also a special ability: the ejection seat. when he recognizes that the car will crash or explode, he ejects and the he's able to fire as long as he is in the air. when he hits the ground, he will die for sure, but this gives him the possibility to tear one (or maybe more) of the other cars into death! #5 all vs one one of the drivers will be randomly choosen to be in team a. all other drivers are in team b. the team a driver hasn't got any nitro, the team b drivers have unlimited nitro (its all like in burnout paradise). if carwar i enabled, the team b gunners get normal weapons (scar), the team a gunner gets a rocket launcher; every kill he gets one more rocket. #6 capture the flag this doesnt take place on the big map, but there will be some smaller maps for 4-16 players especially made for that gamemode! the players will be split into 2 teams. on the start, a flag is placed on a certain point in the level. there are 2 "goals" (not the "shape" of goals, but the function), but only one flag (the one mentioned before). now, everyone tries to get the flag either from the respawn point, by picking it up where somebody else has lost it, or by ramming the one who has the flag. the driver hodling the flag will not be slowened or something like that, he just makes a "smoke trail" showing the other drivers that he is the one with the flag, and of course where he is (or where he's driven) the team which reaches the score first, wins. sounds like a huge amount of work, doesnt it? well, it is. but our team needs some good level artists that can handle following things: -you have worked with the sandbox 2 editor already -you can set up flowgraphs -you have worked on a mod before (doesn't have to be released) -you can import custom tod's, entities, particle effects and groups
environment designer/modeler unreal engine, v2 (academic research) anywhere, preferably boston area web/other overview: we are a research group at harvard university, and we are looking for 3d modelers to design realistic virtual environments that conform to specific requirements (more information is available upon request). we expect the environments will be quite basic and easy to produce, compared to game environments. after the project is completed, the provider should be available for a short time period to give technical support (either in person, or via ichat/google/etc.). we are looking to build a long-term relationship and may have a number of similar follow-up jobs for the right provider. virtual reality engine: modelers must have access to unreal editor v2, have experience with or ability to quickly learn unreal editor, and provide samples of .urt files they have created so that we can verify that these files can be imported into our unreal engine (even simple files are sufficient). we already have a basic version of an unreal runtime environment (that we will show or send you), and the modeler’s job will be to make a more advanced and visually enriched version of this environment. more detailed information will be provided before the start of the project. thank you!
coder (flash/c++/lua) for cryengine 2 sonic dev group anywhere programmers sonic is a multiplayer racing game. you will be able to perform stunts, to host/join races with others, discover special locations, upgrade your car (not visually, but i'll think of that when the mod is going to the alpha phase), and to perform co-op tricks and little missions. you drive muscle, import and racing cars; there will be a system like in cod4 (like "win 10 races and get this car") and a huge open map which will be completely free to discover, no invisible barriers; so you will be able to combine parts of stunts to a giant combo. the gamemodes: _______________________________________________________________ #1: race i dont think i'll have anything to explain about it, its simply driving from the start to the finish; first one wins. #2: drift the more you slide, the more points you get. #3 stunt perform stunt combos and tricks to get the highest score! #4 carwar will be an option which is choosable for: -race -all vs one -capture the flag this is a bit complicated: the game will split up the players in 2 parts: the gunners and the drivers. the driver simply drives to the finish,the gunner tries to shoot the other teams down. if he gets 4 kills in a row (1 crashed car = 1 kill, simply shooting the gunner won't count), he receives a rocket launcher with 2 rockets.(2 rockets kill a car with 75 percent health) #5 all vs one one of the drivers will be randomly choosen to be in team a. all other drivers are in team b. the team a driver hasn't got any nitro, the team b drivers have unlimited nitro (its all like in burnout paradise). if carwar i enabled, the team b gunners get normal weapons (scar), the team a gunner gets a rocket launcher; every kill he gets one more rocket. #6 capture the flag this doesnt take place on the big map, but there will be some smaller maps for 4-16 players especially made for that gamemode! the players will be split into 2 teams. on the start, a flag is placed on a certain point in the level. there are 2 "goals" (not the "shape" of goals, but the function), but only one flag (the one mentioned before). now, everyone tries to get the flag either from the respawn point, by picking it up where somebody else has lost it, or by ramming the one who has the flag. the driver hodling the flag will not be slowened or something like that, he just makes a "smoke trail" showing the other drivers that he is the one with the flag, and of course where he is (or where he's driven) the team which reaches the score first, wins. sounds like a huge amount of work, doesnt it? well, it is. but our team needs some good coders that can handle following things: for the lua/c++ coders: -placing triggers/entities/particle effects with a certain rotation,postion(this means a position based on a certain helper/dummy inside an entity,too),etc. -script complete gamemodes -have basic knowledge of cryengine2 and lua/c++ -have worked in at least 1 mod yet (mod doesnt have to be released) for the flash/flash actionscript coders: you have to handle these things: -setting up a menu -setting up a hud -you have at least basic knowledge of flash
programmers power up studios anywhere programmers hello me and my colleagues are looking for 3 passionate programmers to become part of our group. we are a starting up multimedia studio that is only focusing on gamedesign right now. we have a mod in the works, a game engine that we are modding which is gears of war, and programs to use to push this project to its limits. we need programmers that know c++ and are able or have done mod conversions. requirements: * strong experience in c++ and debugging tools. * mathematical knowledge. * good knowledge of unreal engine 3, gears of war, or source. * can work a couple of hours per week on this mod. * must have passion for the game design community. i did my research on starting a game studio, i studied creating game documents/ ganttz charts, and i found different ways to present to studios, and networking. we are all passionate and have bachelor degrees in game design and animation. we work together as a team and would like to find people that can do the same. if you have any questions or are interested in my offer please contact me on my email which is lordkontonyahoocom (after lordkonton put @yahoo then . then com) i promise to respond asap also here is a link to my site because it would be more beneficial to see what one member of the studio is able to do it is sagebase-3d p.s. we are a small studio that are starting up and are trying to get into the industry, so please keep that in mind. contact me at lordkonton@yahoo.com for more detail information
c++ coder jagged alliance 2 - stable modding platform anywhere programmers we are looking for hardcore ja2 fans with c++ programming experience to help develop and improve the source code of the well-known and loved "jagged alliance 2" game. the project is codenamed "ja2 v1.13 stable modding platform", since it has started as an offspring of ja2 v1.13, a total fan-made reconversion of the game. while v1.13 is intended as a flagship and test-bed for implementing new ideas, smp will be aimed at developing those ideas into a platform designed with modability and stability in mind. ja2 v1.13 team has already made tbs gaming history, now it's your turn. please note that this is a mod team and you shall receive no monetary remuneration. but our community has been active on the tbs gaming scene for almost a decade, with close ties to gaming companies and developers all over the world. if you are looking for exposure and a step in the industry and/or you are a fan of turn-based strategy games, this is the perfect place for you.
web developer / source compiler / decompiler topic studios anywhere artists we're currently seeking developers and help for our orion project which is scheduled to release in august of this year. we are currently needing someone with proficient knowledge in the source engine when it comes to decompiling, compiling, bones, attachments, and other small tasks. we are also looking to revamp the website in preparation of the launch of the first public beta. if you are an experienced web developer (both graphical and programming) and are proficient with languages such as php, mysql, css, html and all that jazz, please throw us a line!
voice actors [hl2 short story] half life: romanov's flight anywhere / stockholm audio/music half life: romanov's flight about the project: we're a team of three people (one level designer, one 3d-artist and one programmer) who have set out to quickly design, develop, release and evaluate a small game experience. something for our portfolios and something that would grant us a great deal of experience. since we didn't want to get bogged down with a larger endeavour we decided to expand the half life universe through a minimod - all while keeping the team as small as possible. instead of having a big team we decided to bring in people when the need arose. the mod is a short singleplayer experience in the half life universe set before the events of hl2. the player joins the ranks of a failing city17 resistance movement as the combine make a unified push to route it out. as the situation becomes desperate, only one option remains; escape. the mod will introduce some minor new gameplay mechanics and also add one new weapon to the hl2-arsenal. however, in the end, this mod is expanding the half life 2 universe - not re-inventing it. about the position: the dialogue in the mod is limited - but obviously not non-existent. all characters in the mod are of eastern-european descent and do therefore not speak perfect english (neither do they speak tacky bond-russian). requirements: - fitting voice - knows how to act - east-european accent (doesn't have to be genuine, just sound good) - have access to decent recording equipment or live in stockholm contact: redfigure@gmail.com
concept artists dust development team anywhere artists the dust development team is in dire need of talented concept artists. dust is a first/third person shooter-rpg currently planned to be created with unreal tournament 3. we need two more artists willing to work for a minimum of two months compiling concept art. the positions are as follows: • character artist • weapon designer if you feel you can fill multiple spots, please mention so in your application. all we require is that you have a thorough knowledge in your field, a portfolio or collection of works to show as examples, and of course, creativity. dust is an attempt to showcase the creativity of the modding community. we want unique designers who can bring an interesting style to the game. that being said, you're assignments will be thorough in definition, but your first concepts can be of your own creative outlook on the definition. to peak your interest, here is the main "sales pitch" introduction to dust: the planet of ahria is composed entirely of desert. through divine will or sheer luck the people have thrived on the plateau-cities of refuge and endeavor. both plateaus contain massive aquifers of water that have lasted for nearly seven thousand years. the theocratic government has kept peace for centuries, massive and daring mining expeditions have unearthed rich mineral deposits in the explored traverse(1700 sq. mi of mapped terrain), and the use of massive aqueducts have made it possible for citizens of refuge and endeavor to venture beyond the cliffs of the plateaus and deeper into the traverse. however, dangers still exist. in the three zones that surround the cities; the cusp, the flatlands, and the badlands - vile beasts still stalk the dunes. even in light of technological advances in weaponry, increasing study of arcane magicks, and the creation of the ahrian defense corps - nothing will prepare the people of the dusty planet for what would happen on day 3 of half-moon 6844. on this day, a foreign object entered the ahrian atmosphere traveling roughly three times the speed of sound. it crash landed in the middle of the cusp setting off a large explosion. the adc reconnaissance squad 131 was sent to clear the area for further investigation. you take the role of lieutenant vandrose, a character of the player's creation. it is your mission to unlock the secrets behind this mysterious incident. the very fabric of ahrian existence will be shaken. a force of unknown origin, seemingly infinite power, perplexing wisdom, and righteous intent, will tear the ahrian people apart. choose your side. choose your fights. one thing remains certain: your actions will define the fate of millions and ultimately the fate of ahria itself. dust is planned to feature over 14 customizable classes, almost 100 unique weapons, nearly 60 devastating arcane spells, a 15 hour campaign, the fun non-linear 'hunt' mode, and action-packed class-based multiplayer action. it features many rpg elements such as character customization, classes, spell upgrading, inventory, and dynamic puzzles and challenges. through intense firefights, terrifying beast encounters, and creative magic use the player will progress through a gripping narrative filled with action, religious tension, and amazing character development. dust plans to beyond the conventional full conversion format and bring you a single and multiplayer experience that you'll never forget. it's quite ambitious. but with the right attitude and right people it can happen. apply today to be apart of this wonderful project. for more information pm threeeyedshaman. thanks for you interest in dust, michael delally, lead designer and writer of dust
3d modeling, 2d texturing solar-fissure development team anywhere artists we need a handful of people for 3d and 2d art for tiberian eclipse for unreal tournament 3. tiberian eclipse is a mod based on c&c's: tiberian sun. 3d--------- need to be able to follow the cnc style that we have developed so far and make the units from tiberian sun accurately. -develop mid-high polycount models -make clean models without a lot of wasted poly's -some creativity with developing the units and content is acceptable, but prefer to stick to the theme of the franchise -be able to take criticism on work in an acceptable manner -be willing to work with a team -be willing to develop at least a few models per month; preferably more -unwrapping experience is a plus -texturing is a plus -high poly models for normal maps are a huge plus 2d--------- texture artists will need to develop textures that go along with the theme of each faction, make sense and are readable, and fit the mesh in a realistic tone -develop 2048x2048 max textures -create realistic looking textures that are coherent and readable on the mess without blending into each other -create consistent texture quality and keeping together with the same theme for each faction -be able to take criticism on your work in an acceptable manner -be willing to develop a couple textures per month; preferable as many as possible -being able to unwrap models is a huge plus (knowing where everything is laid out really helps in this process) -developing normal maps is a huge plus -developing specular maps is also a plus
[hl2 mod] dinosaur animator team raptor anywhere artists we're looking for someone who can animate our dinosaur models in a smooth/realistic way. experience with animating things in hl2 is essential. an exception could/would be made if you are just getting into hl2 modding, do good work, and are eager to learn. the main deciding factor will be the quality of your animating. applicants should be friendly, open suggestions, and not take constructive criticism personally. about the mod: dinoinstinct is a hl2 mod that had been in progress for a long time. unfortunately, due to many setbacks (like the only person with the source code dropping off the face of the planet) we are making a fresh start. this mod has generated a ton of interest. without a working beta, we are (at the time of this posting) #2 in moddb's top100 hl2 mods list. we are planning on completing a rough alpha version by the end of this month (i'm just a coder, so i can't guarantee my estimations are correct, but that is our goal)but we need a few more people to make it happen.
[hl2 mod]jungle/outdoor mapper for melee only mod team raptor anywhere level designers we are working on a mod where players(dinosaurs) will be fighting in close proximity. at the time, we do not plan on having any ranged attacks beyond a pounce, so i imagine the level design will be a bit different from your usual map. seeing as the mod is essentially in its infancy, we plan to do a lot of playtesting, and that includes trying out different level designs. we're looking for someone who is creative and can make high-quality maps suitable for final release, but can also work in a "rapid prototyping" sort of environment where they can quickly throw together a rough-draft of something so we can playtest a new idea. applicants should be friendly, open suggestions, and not take constructive criticism personally. about the mod: dinoinstinct is a hl2 mod that had been in progress for a long time. unfortunately, due to many setbacks (like the only person with the source code dropping off the face of the planet) we are making a fresh start. this mod has generated a ton of interest. without a working beta, we are (at the time of this posting) #2 in moddb's top100 hl2 mods list. we are planning on an alpha version by the end of this month (i'm just a coder, so i can't guarantee my estimations are correct, but that is our goal)but we need a few more people to make it happen.
3d dinosaur modeler (for hl2 mod) team raptor anywhere artists ------------------------------------------------------ edit july 3, 2009: this position is continually open. we can always use more modelers. if you think you have what it takes, please apply! ------------------------------------------------------ about the mod: dinoinstinct is a hl2 mod that had been in progress for a long time. unfortunately, due to many setbacks (like the only person with the source code dropping off the face of the planet) we are making a fresh start. also, things are organized in such a way that we can lose any member without any significant setbacks (things like losing all the source code would be considered a significant setback. that will never happen again.) what we're looking for: as such, we are looking for someone who can make and rig 3d dinosaurs for our mod. we are always looking for another good modeler. experience with animating is very big plus. this mod has generated a ton of interest. without a working beta, we are (at the time of this posting) #2 in moddb's top100 hl2 mods list! if you like dinosaurs and want to help us make an awesome mod, then you're the right kind of person for this position.
story writer unnamed half-life-based animation anywhere artists story writer for a yet-unnamed half-life-based animation. the animation will be japanese-style, in specific similar to shows with a post-apocalyptic style like ergo proxy, eden of the east or casshern sins. it will be mastered in hd, and distributed through youtube (not as a partner) and bittorrent (high quality version). initially, we're planning to work on one episode, at only a few minutes long to see if people like it. my current idea is that this animation will expand on what happens in the gap between half-life 1 and 2. of course, that may change once we actually have a full team and sit down to discuss.
character designer, art anywhere artists artist position for a yet-unnamed half-life-based animation. you'll take care of character design and background art, or one of those if you wish (if you choose to work on both, you'll be the only artist). this role is similar to a concept artist, except you have a much stronger influence on the final outcome in this case. the animation will be japanese-style, in specific similar to shows with a post-apocalyptic style like ergo proxy, eden of the east or casshern sins. it will be mastered in hd, and distributed through youtube (not as a partner) and bittorrent (high quality version). initially, we're planning to work on one episode, at only a few minutes long to see if people like it. we still don't have a writer, but my current idea is that this animation will expand on what happens in the gap between half-life 1 and 2. of course, that may change once we actually have a full team and sit down to discuss.
wc3:wow needs a web designer! condemned entertainment internet web/other calling all skilled web designers and webmasters! the wc3:wow development team is looking for a replacement web designer/webmaster to rework our currently messy wc3:wow website which can be viewed here: http://www.war3wow.webs.com right now, the website has a couple useless pages, it's cluttered with content, unorganized, and does not fit the warcraft theme we're going for. more specifically we'd like the site to look more world of warcraft themed rather than warcraft iii. if you are good at designing the art for websites (you need to prove it with legit samples otherwise i decline you without thinking any further of it) and implementing them via html (sorry, we don't use php or anything other than html... maybe flash, but you'll need to code the entire site then yourself!) then you are exactly what we're looking for! as far as the layout of the site goes, we'd like something along the lines that cloudwolf - head of diablo iii: warcraft mod - made for his site: http://www.diablo3warcraft.com/ it's professional, clean, organized, and the theme of the website's design/art fits the diablo iii theme which its mod is based upon. we want our site to look similar, but world of warcraft (original, not tbc or wotlk themed!) based. if you can help us, you can contact me or the team with the contact information provided below: contact information: * craka_j's personal email: craka_j@hotmail.com * craka_j's msn messenger: craka_j@hotmail.com (works on yahoo instant messenger too) * wc3:wow team email 1: war3_wowteam@hotmail.com * wc3:wow team email 2: wc3wowteam@gmail.com you can also contact any of us at the hive workshop or our other forum!
level designer renegade 40,000 anywhere level designers renegade 40,000 is a complete modification for c&c renegade. it essentially changes everything in the game to a few things from games workshop's warhammer 40,000 universe. gdi will be changed into the imperium of man, and nod will be changed into the forces of chaos. there will be many changes made, such as new buildings, a replacement for the lack of need of a harvester, guns, characters, maps, etc. everything will be from past 40,000 concepts; buildings from dawn of war, locations from codex: city fight, etc. we are looking for multiple level designers that are able to design maps for multi-player and possibly single-player use. requirements for the job: 1: must be fluent in level design. 2: must be able to design off other source images 3: must converse with the rest of the modification team 4: must have a portfolio to provide of previous work. some extra skills, that are not required, but can help, are: 1: animation skills 2: passion for the warhammer 40,000 universe 3: skills in 3d modelling, texturing, and/or programming we have our own website, forum, and irc for the team to use at will. our team is friendly, and helpful. the modification allows you to work at your own pace, and is flexible with production time used in relation to the mod. however, the more work that is done means the faster the mod is completed. finally, this is a mod team and thus you will not be payed, it is voluntary work, as with other mods. all work you do can be used in your portfolio to help you obtain a job in the games industry, and will be used for the enjoyment of the public. also, all work of yours will be credited throughout the creation of the mod. look forward to all applications.
3d modeller renegade 40,000 anywhere artists renegade 40,000 is a complete modification for c&c renegade. it essentially changes everything in the game to a few things from games workshop's warhammer 40,000 universe. gdi will be changed into the imperium of man, and nod will be changed into the forces of chaos. there will be many changes made, such as new buildings, a replacement for the lack of need of a harvester, guns, characters, maps, etc. everything will be from past 40,000 concepts; buildings from dawn of war, locations from codex: city fight, etc. we are looking for multiple 3d artists that are able to create characters, vehicles, buildings and/or terrain. requirements for the job: 1: must be fluent in the use of 3d modeling programs such as 3ds max and maya. for renegade, we use a gmax plugin called renx. 2: must be able to model off other source images 3: must converse with the rest of the modification team 4: must have a portfolio to provide of previous work. if a portfolio is not available then applicants will be required to create a given model from scratch. some extra skills, that are not required, but can help, are: 1: animation skills 2: passion for the warhammer 40,000 universe 3: skills in level design, texturing, and/or programming we have our own website, forum, and irc for the team to use at will. our team is friendly, and helpful. the modification allows you to work at your own pace, and is flexible with production time used in relation to the mod. however, the more work that is done means the faster the mod is completed. finally, this is a mod team and thus you will not be payed, it is voluntary work, as with other mods. all work you do can be used in your portfolio to help you obtain a job in the games industry, and will be used for the enjoyment of the public. also, all work of yours will be credited throughout the creation of the mod. look forward to all applications.
texture artist required unitedstudios anywhere artists unitedstudios is in need of an experienced texture artist, to create nice looking textures for our game modifications. we will require some textures of high detail and some of not so high detail. the job itself is basic, and we only require that you can make unique textures for the models that need them. the applicant must have good knowledge of their graphical editing program, and be prepared to make textures on a regular basis. textures will be save in the .dds format to be compatiable with the star wars empire at war game engine, but this is not an essential requirment as we are able to convert the textures once their created.
guard duty (blue shift source) concept artist blue shift source dev team anywhere artists guard duty, a remake of half-life blue shift is looking for talented concept artist, who is able to produce environment and/or character concepts at our request. guard duty is a remake of half-life: blue shift on source engine and it´s in development for about 6 months now. project haven´t been announced yet, but we are providing more information about the project in case of serious interest. * you must be skilled artist * you must show us your previous work * you have to be familiar with half-life universe or at least with half-life blue shift