City 17: Episode One
City 17: Episode One
City 17: Episode One

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UI | Heads Up Display and Inventory system C17 | Reload DOF NPC's | Rebel Zombie
Blog RSS Feed Report abuse Latest News: Looking for a Programmer

9 comments by MrtwovideoCards on Dec 4th, 2012

We' been really taken away with how well Black Snow is doing. Many of us we're apprehensive of whether or not it was the kind of genre/gameplay gamers would still be attracted to, but it was. Many of you love the lack of hand holding throughout, while the even opposite felt it was a little too directionless.

This has all been fantastic feedback; striking that balance between giving the player the freedom they want, but not completely vague. Black snow was a project mostly designed by a single member of the team though. We all got together near the end and made a final 8% push together to polish, playtest, optimise, pretty much do whatever kinds of things we really needed to do.

For Black Snow we wanted to avoid programming entirely. No custom game code or shaders. Just us and the raw SDK. We're pretty happy with our results (after some intense resisting urges to at least implement one shader). This is where things get intense though. Our next project is a bigger vision of what Black Snow is. And when we say bigger we mean not just one guy working on it for 90% of the content. We mean a team of 8 working around the clock to create a much bigger title.

This is where the wizards come in. The programmers. We need you guys and so we'd like to ask our fans and the community if any of you would be down to make spooky stuff together with us. Our next project will have a similar tone but with much more complexity and depth in both gameplay and aesthetics. The project will be a commercial game utilizing a heavily improved version of Valve's Source Engine. The game is what we would describe in short as a "Portal meets Amnesia", a firstperson horror/adventure with sci-fi elements heavily driven by puzzles and narrative.

This would be a paid position. So not only do you get to make SPOOKY programming, but you get paid for spookin' our guts off! These are the specific traits we're looking at in programmers, if you think you fit the bill please pm us, or email us at

  • Proficiency in C++ required, Java and HTML are also welcome
  • Experience with HLSL a plus
  • Experience in any 3D game engines is preferred
  • Experience in deferred rendering pipeline a plus
  • Basic or intermediate understanding of game design
  • Ability to dedicate time to the project

*Please attach a portfolio if you have one! For ADDITIONAL info check out the listing!

Thanks for your support so far in black snow. We think (or at least hope) we have a better idea of what you guys want in this kind of genre, and so we'd like to make it happen.

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Post comment Comments  (70 - 80 of 837)
climber68 Dec 11 2011, 11:36am says:

In the pictures, the rebel zombie looks like its running. It shouldn't be in my opinion. The only reason the zombines can run is because of the various mutation the combine have.

-4 votes     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Dec 11 2011, 10:49pm replied:

Uh not really.

+2 votes   reply to comment
VulpineComplex Dec 10 2011, 7:04pm says:

Every piece of tech you've implemented is great.

+2 votes     reply to comment
benoski Dec 10 2011, 10:17am says:

Loved the trailer. I LOL'd at the end: "This is ********", when it showed the release date.

Can't wait till 2012. Voted for Mod Of The Year

+2 votes     reply to comment
Kwerty Dec 10 2011, 5:13am says:

On mod list: ehh another hl theme mod
After watching screenshots: It looks cool
After watching trailer: I cant wait to play this
I hope this mod would win something in MOTY

+1 vote     reply to comment
0takumetalhead Dec 9 2011, 7:45pm says:

I like the new animations, I have to be honest: I hope they can be used in the regular Half Life 2 cause the missing faces bug the hell out of me.

+4 votes     reply to comment
Duckhead666 Dec 9 2011, 12:56pm says:

I love your new weapon animations; they seem much more fluid and human. However, there's one place I feel the weapons are lacking, and that place is the sound. I (as well as a few others, I'd imagine) have noticed that the weapon sound was dreary at best. The weapons make puffball sounds, far too drawn out and quiet. If you could replace those sounds (and raise their volume significantly) to more appropriately portray the snappy and jarring sound of a 9mm round going off, as well as the... equally snappy yet more jarring sound of .357 going off.

By the way, wouldn't it be possible to have .38 Special as an ammo item which could also be loaded into the Python, due to your inventory system? It would be less powerful, but also have less recoil and be significantly more common.

+4 votes     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Dec 10 2011, 8:58am replied:

Good idea, we could easily implement that ammo type.

As for weapons sounds we are using Valve's stock. Not entirely sure if we'll replace them. Things of this sort do matter, but are on the very bottom of the priority list for us.

+1 vote   reply to comment
KorbisBarkly Dec 9 2011, 5:16am says:

I kinda agree with Foenix. I like the old weapons (And the changes you made to them, the animations are great) but one or two new weapons would be great.

And take your time with the mod, don't be stressed by people hastily asking for the release. The more time you spend on it the better it'll turn out.

+7 votes     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Dec 9 2011, 8:03am replied:

Yeah there will be new weapons, but we can't talk about them.

+4 votes   reply to comment
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City 17: Episode One
City 17: Episode One
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