"That is not dead which can eternal lie yet with strange aeons even death may die." We are definately not dead. However we are a bit stuck, cause the whole project became a bit messy. So it's not a big suprise we are in need of team/project manager who would organize the whole thing a little bit. Kaka is not capable to do it anymore.
Posted by TAP-CHAN on Mar 24th, 2011
"That is not dead which can eternal lie yet with strange aeons even death may die."
We are definately not dead. However we are a bit stuck, cause the whole project became a bit disorganized. So it's not a big suprise we are in need of team/project manager who would organize the whole thing a little bit. Maciej Kakareko is not capable to do it anymore. As for me as a lead designer/animator/concept artist I simply don't have enough time to sacrifice it for managing.
"Team/Project manager" is expected to create and update the task list along with the Lead Designer and distribute tasks among the team members. He should also supervise the work of our team, i.e. check how the work is going, the tasks that are currently being done, see who is offline and simply can't work on his task at the moment etc.. The last but not least of his duties is to search for new team members (of course it's not only him who will do this).
Although the post is quite prestigious and of a high rank it's a demanding and responsible one. What's more it is crucial to the project existence. That's why we are searching for a reliable, patient and dedicated person with managing skills. Preferably he/she should also have previous experience with games/mods.
Anyway, we are still searching for new members of all kind ! (especially environment artists)
Of course, all that above doesn't mean we weren't working. Let me show you some of the latest pieces:
A brand new model that's being made by our newest member - Pablo Gonzalez
Some modular static meshes made by Maciej Kakareko for the sewers chapter
Concrete pillar and a rebar made by Victor Bernabeu
Updated Overseer's animations. This time the monster has it's own diffuse map + animated map for the eyes.
Couple of screenshots showing the DX 11 tesselation applied to our monsters. Although it's still a bit buggy (holes appearing on the models) we hope it will get fixed in the future UDK versions, cause it's a very cool feature. I'm looking forward to hear from you!
Sergiusz Ustyniak a.k.a. TAP-CHAN