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
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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  (820 - 830 of 842)
Auldbreck Jan 8 2008, 3:09pm says:

The mod looks great one thing SDK neds orange box to run without it well......Your Screwed

-2 votes     reply to comment
KILLER89(FIN) Jan 21 2008, 5:55am replied:

you can still use the previous source-engine.

All you need is that -engine ep1.

+2 votes     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Jan 21 2008, 5:17pm replied:

Sadly hes right though, You need Ep1, and perhaps EP2, but were trying to limit ep2 usage.

+4 votes   reply to comment
ThaWall Jan 5 2008, 3:59pm says:

This mod looks awesome! I cant wait for the release :)

+1 vote     reply to comment
Bugles Dec 13 2007, 4:05pm says:

Ep1 is Cool and that Caos Scene in C17 after the teleport colapset is awesome ! =D

+3 votes     reply to comment
Bugles Dec 13 2007, 4:07pm replied:

Ep1 is Cool and that Chaos look in C17 after the Citadell-teleporter colapsed is awesome ! =D

this mod is awesome =D

+3 votes     reply to comment
Stene Dec 9 2007, 3:26pm says:

Hmm, I hope there is something more than just the basic City 17 theme all the time. Because I really got bored of it in HL2 and Ep1.

-1 votes     reply to comment
VovaS500 Dec 7 2007, 3:20am says:

Hmm... Very god idea! :-)

+4 votes     reply to comment
clonemaster Dec 2 2007, 10:48pm says:

This mod is coming along. Can't wait to play it.

+4 votes     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Dec 2 2007, 6:01pm says:

Yeah we're going to have some pretty dynamic systems going on down there within the parking garage, that way depending on how you explore, will effect the amount of zombies spawning, and how the flow of the map will change.

So we're making all that more dynamic, to really change things up a bit. And we're doing it in the most absurd way imaginable.

+1 vote   reply to comment
Topherm Dec 2 2007, 5:53pm says:

"just have to fight them off.."

Hope you got some Zombie snacks.

One likes what appears to be a sewer, or a flooded hallway with dim lighting, either way it's a feast for the eyes..

+1 vote     reply to comment
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City 17: Episode One
City 17: Episode One
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2 years ago
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