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.
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.