Today's topics:
01.
Hello again,
Just wanted to share that we now have a YouTube channel!
Zombiraptor's YouTube channel
02.
Mail your application to zombiraptor@gmail.com, together with a short description of your previous work, and a work sample or portfolio. Be sure to mention name and which position you're applying for in the subject. You may also mail this address for any questions or to request our Vision Statement.
Note: This game will be released freely online, and there are no intended sources for revenues. This means that these are non-paid positions.
Positions:
- 01. Animator
02. Concept artist
03. SpeedTree Demon
04. Level Designer
05. 3D Modeler
06. Programmer
07. Cascade Magician
08. Sound Designer
09. Technical Artist
- Accustomed to exporting and importing animations to UDK
- Experienced with AnimSets and AnimTrees in UDK
- Knowledgeable with MotionBuilder and/or similar software
- Being able to tweak and clean mocap data
Objectives:
- Fixing mocap data for character movement and add it in UDK
- Creating a first person AnimSet, and a third person one
- Keyframe sword/melee attacks and stances
- Keyframe hand seals and spellcasting
- Keyframe certain spells
Requirements:
- Being knowledgeable about perspective, volume and form drawing
- Being able to draw environment concepts
- Being able to visualize character movement and sword fighting
- Good knowledge about human anatomy
- Creative enough to work on a non-existing fantasy setting (no Tolkien!)
Objectives:
- Creating concepts for three factions of playble characters
- Interpret existing environment concepts into new ones
- Creating concepts for the vision statement or game design document
- Creating concepts for props, and structures to be modeled
Requirements:
- Able to create textures and sprites to be used for the vegetation
- Able to create and implement foliage in UDK
- Experienced with SpeedTree 5.0 (ships with UDK)
Objectives:
- Creating foliage, flora, vegetation and trees to decorate levels with
Requirements:
- Great knowledge about level creation in the Unreal Editor
- Great knowledge about level design (such as choking points)
- Being able to create asymmetrical maps
- Being able to design vertically and overlapping, truly non-flat 3D maps
- Being able to design according to player movement metrics
- Being able to design with competitiveness in mind
Objectives:
- Creating a multiplayer level for each mode, supporting 6-15 players
Requirements:
- Great experience with 3D modeling programs such as ZBrush and 3ds Max and/or Maya
- Good knowledge about the import pipeline for UDK
- Experienced at character body modeling
- Experienced at creating and applying textures
- Knowledgeable about cloth modeling and implementation
Objectives:
- Creating playable character body models (no heads)
- Creating level props
- Creating modular building parts and structures
- Being able to create assets from concepts
- Creating first person view arms and swords
Requirements:
- Knowledgeable about the Unreal Networking Architecture
- Experienced at network coding
- Experienced with UnrealScript
Objectives:
- Coding the network side of the project
- Coding spells based on concepts and descriptions
Requirements:
- Well experienced with Unreal Cascade
- Well experienced with creating particles
- Being able to create sprites to be used for particles
- Basic 3D modeling experience
Objectives:
- Creating spell effects and visuals
- Creating level atmosphere particles such as dust or leaves
Requirements:
- Being able to create foley and ambience sounds
- Being able to create sound effects
- Knowledgeable about the Unreal SoundCue Editor
- Knowledgeable about creating Physical Material in UDK
- Being able to add sounds manually into each level
Objectives:
- Creating ambience sounds for the levels
- Creating sound variations depending on their PhysMaterial
- Creating sword swing, clash, and impact sounds
- Creating sound effects for the spells
- Creating footsteps for various materials
- Creating cloth and wind sounds for the player's movement
Requirements:
- Being able to read and write HLSL
- Being able to recreate shaders with the material editor
- Good knowledge about post processes and shaders
- Good knowledge about the Unreal Material Instance Editor
Objectives:
- Creating post processes and calculating their cost
- Creating material effects and transitions
- Creating material shaders
03.
ToxicFork has done some progress on the fireball spell, giving you the ability to curve it by the influence of the player's momentum. We're currently tweaking it, and looking into a 'fling' technique to curve it.
The path is calculated thanks to the magic of Bézier curves!
if you haven't already, you should consider showing your work off at the various gameart forums. Polycount, and gameartesians i can think of off hand.
I have too many projects of my own to help out here, sadly.