Add job Report job Hard Surface Modelers at Unvanquished Development

This job was posted over 30 days ago. This means the position is now most likely filled & no longer available.

Location: Anywhere - Looking for: Artists

Posted by kharnov on Sep 2nd, 2013

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About Us

Unvanquished Development is the team behind the Unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. Our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. We are multi-national as well, with fully online development allowing us to have developers all over the world work together. Our game has been regularly featured on Phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. In addition, we have been featured on the front page of SourceForge, as well as several Linux repositories.

General Requirements

Ideally, an applicant should have the following traits:

  • Ability to communicate effectively with project coordinators.
  • Capacity to work in an online team environment, whether alone or with others.
  • A genuine interest and passion for what one does.

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Position Requirements

The humans in our game construct an assortment of structures in their bases, from machine gun turrets to healing pads and armories to restock on ammunition from. Human base structures are all meant to have a polished metal appearance, although with occasional blemishes and rust to emphasize the militaristic nature of the human team. They are all meant to appear futuristic as well, with features such as pulsing lights or shafts of energy. In addition to this, we are also looking for those that can design equipment to be worn by the humans, such as jet packs.

Our engine can handle a variety of texture maps, from the standard diffuse to normal, specular, glow, and gloss maps. Thus, your model will look its best. We also have skeletal animation via the MD5 format, although we will be switching to IQM in the future. Although it is desirable if you can animate your own models, this is not a requirement, as we do have other animators that can do that for you. In addition, we support a variety of particle effects through our shader system, which will allow you to create additional effects for your models, should you choose to do so.

To give a sense of the art style we are looking for, here is an example of relevant artwork from our project:

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Position Requirements

We require a multitude of weapons to be completed for the human team. These weapons range from small energy pistols to machine guns and heavy assault weapons that fire plasma. In addition, since we plan on adding additional weapons in the future, there will be more to do as time goes on. We can provide an abundance of existing designs to be used for the creation of these weapons, so concepts will not be a problem. Thus, you can choose from the designs that interest you the most, or you can propose alterations to the designs, or even designs of your own.

Our engine can handle a variety of texture maps, from the standard diffuse to normal, specular, glow, and gloss maps. Thus, your model will look its best. We also have skeletal animation via the MD5 format, although we will be switching to IQM in the future. Although it is desirable if you can animate your own models, this is not a requirement, as we do have other animators that can do that for you. In addition, we support a variety of particle effects through our shader system, which will allow you to create additional effects for your models, should you choose to do so.

To give a sense of the art style we are looking for, here is an example of relevant artwork from our project:

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To Apply

To apply for a position on our development team, please contact me at kharnov@gmail.com with a description of what you're skilled at, and some examples of your previous work, if possible. Note that as we are an open source development team, this is not a paid project, but you will be fully credited for your work.

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