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animator, unity3d programmer lethal lens productions, llc anywhere programmers hello everyone, following our latest recruitment drive for lethal lens productions, we received a lot of applications from some very talented people. the positions that were open for concept artists and modelers are now full and we are beginning to look for programmers and animators to help us with our video game project. both programmers and animators will need to have: - a knowledge of unity 3d (javascript) - access to and willingness to communicate via skype regularly (location is not an issue) - a high level of commitment to the project the group you'll be working with are a friendly and creative team who are driven to achieve high standards in their work. the positions we're now offering will also be paid on a pro-bono basis and work may extend beyond what we are currently doing, dependent on the success of our project. we'd like to thank everyone who has applied thus far, the enthusiasm displayed has been awesome.
programmer, animator, rigger, modeler, and level builder team roxivia anywhere programmers we at team roxivia are looking for a few key members to make our first big creation come to life. gripped by greed, the high command of the roxivian military has brought catastrophe to the once prosperous kingdom. four unlikely heroes from different walks of life will arise from different corners of the kingdom. walk the path of one of these heroes, and save your home in our 3d platformer/rpg hybrid. project roxivia (working handle), was an extremely popular concept within the community, and raised over $10'000 on an indiegogo campaign, without any gameplay shown. our vision and concept alone was enough to catch people's attention. unfortunately due to personal reasons, a few of our key members had to leave (programmer, modeler, and level builder). we still have a strong grasp on our vision, but we want you to be as much of a part of it as we are. the game is large, much too large for the $10'000 we received in our campaign, so here's the plan. we hope to get the few staff listed and make a sort of tech demo displaying what we have to offer with project roxivia. with this, we will make a more solid and descriptive campaign to raise the rest of the money. i feel this will be the hardest part of the whole process. once we show people what we have to offer and the unique experience project roxivia will bring, i'm sure finding extra staff to speed up development won't be hard at all. the current team (8 of us), are very dedicated to the game; we have spent countless days in 15+ hour long meetings brainstorming our rich story, gameplay, and characters, and we truly feel that this is a gem waiting to be polished. as i stated above, we wish to make actual content to show off, so that we can make another campaign and raise the rest of the money. once this is done, we can use that money to hire more staff, and actually pay everyone for their hard work. another goal is to distribute the game on steam, which given the massive popularity of the concept alone, i'm sure will be easily accessible. i run a gaming youtube channel nearing half a million subscribers, so i'm sure they will see that this size of a group would bring sales to the game. our current team already has a massive part of the story written out, concept art for nearly all major characters drawn up, and environments concepted. all we need is to bring it all to life. as we'd be starting from scratch on the programming front, we could work with many mediums, but unity would be preferred. the team we have now are all very friendly, and it's a great work environment.
looking for concept artist for unique opportunity leatharian studios anywhere artists we are looking for a concept artist for a unique opportunity to get in on the ground level. we are working on a game called wake up call, and we are getting into the pre-alpha stage. i will post a short(ish) description below along with our requirements for the position, but first i want to tell you why you should help us even though we aren't paying (yet). here are the primary reasons you should help us out. first, we are not a new team and wake up call is already more than just a concept. second, we are very well organized. finally, wake up call is focused on story and fleshing out a complete world, rather than the action-oriented set-piece shooters that dominate today's fps market. wake up call has been in development for over two years. in that time, we have finished our pre-production phase, including all story design, gameplay design, etc. that resulted in a 75 page design document (this is still going up) which includes our story-line, back story, key features, ai documentation, and so much more. it is a central document that contains everything you need to know to make wake up call the greatest damn game ever made :d. in all seriousness, this pre-production has set up a great platform for us to develop on top of. this means that we now have an efficient development system that has allowed us to create content quickly. right now, our code-base is rapidly growing, along with our asset bank. i could give specific numbers, but i would rather get to what makes wake up call a great game. we use several communication and project management tools to make sure we are all working properly. included in those tools are a google group, asana, and an svn folder. needless to say, you can rest assured that we will always be on the same page. wake up call is a truly unique experience in today's video game market, because we are focusing on story and atmosphere. those two things are exactly the things most modern shooter campaigns are missing. we are trying to bring a unique story and world to the modern shooter world, using the unreal development kit (unreal engine 3) to bring impressive visuals in order to create a more immersive world. everything we have done is to enhance the quality of our world, our story, and our characters. you can get a few details in the description below, and more if you email us. now, here is the short(ish) description of the game's premise (i will share more upon inquiry): wake up call is a single player, sci-fi stealth-action fps that has a heavy emphasis on atmosphere, story, and immersive gameplay. the game is set in a post-post-apocalypse world, over 150 years after “the collapse”, in the year 2257 ce. no one knows exactly what happened, beyond that it was a disease of some sort. this disease killed nearly 40% of the world’s population, causing massive destabilization of governments and the ensuing mess of violence and conflict whittled down the world’s population to only 5% of the population before “the collapse”. 75% of those who weren't killed were mutated and the rest were immune to the bacteria. the mutated people, known as mutations, had suffered partial skin necrosis, loss of hair color, and other small physical changes, but the main mutation was in their mind. mutations had an increased vulnerability to insanity, paranoia, and extremely short temper. despite these differences, mutations were still similar enough to humans that they could interbreed and produce offspring of both the human and mutation genome. eventually, society grew again in places all over the world as it stabilized and anarchy ceded to order. flash forward to 2257 ce, in the old capital city of the usa. a powerful and disturbed dictator, davos kaledin, has taken control of the kalders, the only big organized nation-state in the area. davos has instituted policy to make humans second-class to mutations. the scarred, a self-proclaimed resistance group, had launched a failed revolution against davos in 2254, incurring massive losses on both sides. now, the scarred lives in the less-traveled areas of the city and in the forests, utilizing guerrilla tactics to try to keep davos on his toes. kyle rogers, an ex-special ops soldier from before the collapse, has been woken up from cryostasis by a young human woman named tori. he quickly learns of a massive underground cryostation which holds thousands of humans from before “the collapse” in cryostasis, and he has to power up a series of four relays before opening the station himself. but, it won’t be long before kyle realizes there is more to this world than his mission and that the secrets of this world are more dangerous than the bacteria that caused “the collapse” in the first place. wake up call will focus on bringing the world to life, portraying strong characters in a realistic post-apocalyptic scenario, and teleporting the player into the shoes of kyle rogers. wake up call aims to set a new mark in indie game development, utilizing the power of the unreal development kit to bring amazing art, wonderful storytelling, and immersive gameplay all into one epic adventure that any and all sci-fi fans will just need to have. requirements: 2 years of concept art experience in either games or film. a strong portfolio demonstrating attention to detail and exceptional skill in environmental concept art. other artistic skills are considered a plus. that's all for this post. you can check out more about the game here: http://www.indiedb.com/games/wake-up-call facebook page: https://www.facebook.com/wakeupcallgame or, you can contact us to get some more info about the game and the position.
translators unvanquished development anywhere web/other about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements our engine has translation support and we'd like to take full advantage of it. while we already have translations for a few languages such as spanish, french, german, polish, and ukrainian, it would be ideal to have translators going over the existing translations to ensure accuracy. in addition, translators can assist in the advertisement of the game to foreign communities. a few general pointers: full translations of the game can be done either via our web interface, or by hand through editing a simple file. translators that have been associated with the project for some time can serve as liaisons to foreign gaming communities. in addition, translators can also relay concerns and questions from foreign players to the development team.
craft coin needs a modeler! craft coin games anywhere web/other hello, i am project leader of a new upcoming mmo game for mac and pc. the game is called dark solution and is being made by craftcoin studios. yes craftcoinstudios is a registered company in the united states. we currently have 8 team members and we are looking for a sound designer, programmer, level designer, and 3d modeler! yes i know a mmo is a huge project to take on, but our team has what it takes to complete this game and will do whatever it takes to do it. what is dark solution about? dark solution is about the last living elf on the planet that lived after cheated death. you have a choice to either help death find and kill the last elf, or you can join sides with the elf and help destroy the black glass that is what created death. what engine are you using? we are using the best engine unity3d!!! what do you have done so far? we have all sorts of character models finished, some jaw dropping concept art, and over 20 pages game design document. what makes our mmo different? we have a great pvp system such as bounty hunting, and more! our art style for the game will be totally different from other mmos. our character movement system is astonishing for a mmo, it's compared to games such as assassins creed or uncharted. and a main story line that will suck you into it and make you feel like you are living in the game. when will the game reach alpha mode? my guess would be probably late 2014. if you are interested, i will send you some images of what we have so far through skype! please contact me through skype if you want a fast response! thanks!
[appropriate language] skilled 2d programmer antiquity games preferably uk programmers i'm looking for a programmer who is preferably based in gmt+0, the closer to me (staffordshire, england) the better in case we decide to meet up as i prefer to know the people i work with, however failing this, i am happy with a highly skilled programmer who will be in contact with me often on this project (actively on skype, at the very least). the programmer should be capable of putting together an engine from scratch that is capable of hosting servers for the player to play on, which can connect to a master server for syncing settings and authorising against hacking/pirating. extra points to a programmer who is familiar with web programming, for website+forum interfacing with the game. lastly, the programmer should be familiar to being able to talk! as silly as this seems, there have been people who i have interviewed before now who have the conversation skills of a horse. furthermore, the programmer will need to be able to program (what i believe may be the most difficult tasks); - npc ai to follow schedules, reproduce and pathfind to "points of interest". - world generation, reading from provided world map images. - behavioural programming sets for animal behaviour. - the ancients is a 2d mmorpg based on earth in 200bce. the earth is split into continents, continents into countries and countries into areas. the world is generated, extrapolated from several hd map files (culture, biome, terrain, etc). - each area is a server and each area can have unlimited amounts of servers. the player can then choose, filter and auto-connect to these areas, allowing the player to effectively customize his world, but also to change it at any time. - the player is able to craft, terraform and build to his heart's content, forming villages and businesses. - the world is effectively empty, human-wise, till the player creates a place that will attract migrants. migrants are the actors (npcs) of the world, who age, gain skills, form relationships and have children. - houses are dynamically designed, alike to the sims, allowing for total customization. - combat is turn based tactical, alike to final fantasy tactics, vandal hearts, etc., which freezes participants in the turn-based combat, whilst others may pass by, watch or offer to help. - the player is able to lock out other people from his locally hosted servers, allowing him to effectively play single player, or just with friends, if he so wishes - or likewise, to allow strangers to wander in and experience his world. - the game will possibly offer permadeath. - this game will be sold and monetised upon, sold as a product and expansions sold to allow access to new parts of the world (bringing with it new cultures, locations, and so forth). these are just a few of the key gaming points, but i can ensure you there is much more. so far i have a game development document and several graphics produced, visible in this thread i have been using; http://www.eclipseorigins.com/community/index.php?/topic/133289-updated-tiles/ my thanks for your interest. -- azkanan
quake programmers unvanquished development anywhere programmers about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements we are specifically seeking those who have had prior experience with an incarnation of the quake engine, whether through directly coding for one or producing modifications. our engine is ultimately descended from quake iii, but knowledge from other quake engines should be transferable. a few general pointers: knowledge of git is desirable, but can also be learned while on the position. duties might include anything from integrating new libraries to coding gameplay changes, depending on one's personal interest and skills. the vast majority of our engine is coded in c, and as such, knowledge of c is required.
programmer power source developers anywhere programmers we are looking for two free unity programmers that are interested in creating a 2d top view. anime styled rpg story. using unity to create an anime styled rpg asks something. so be ready because if both programmers say they can start we start. this project has been postponed for a while since the previous programmers could not make it. but now we are ready to start immediately when the new programmers are ready. what we need of you. -basic knowledge on the unity engine. -communication over email. -team work. -an open mind.
animator scatter studios anywhere (usa would be best) programmers we need an animator to animate all of the new models that we make for out game. our game is places in the civil war era so that guns are pretty sweet, but the animations might be a bid hard to do (one bullet reloads) just think about it, and hopefully we can add you to our team! also, you must show some work you have previously done from past projects (or just random work).
coder/quakec coder scatter studios anywhere (usa would be best) programmers for this job you will need to know quakec code, since my game/mod is based off of the quake engine. (you don't have to know quakec, it would just be useful). we are working on a game called beyond the lines for psp/pc. it is a fps set in the time period of the american civil war. we are going to accept anyone, even if you are a noob, you just have to of have some experience in coding.
programmer in unity paranormal studios anywhere programmers hi! we are starting some projects, but we are only 3 persons working in this. so we need help. we'd need someone to teach us and work with unity to develope a game. experience needed, but is not necessary a professional experiences (it'd better but no need) profile: any age or sex english necessary skype recommended thanks for reading and... stay tuned~
programmer for hpl 2 engine and cryengine azurine games anywhere programmers azurine games is looking for a c++/c# programmer preferably familiar with the hpl 2 engine and cryengine as we are developing an amnesia mod with hpl 2 engine and plans for a game using the cryengine. a couple of our starting goals for a programmer are as follows: -be able to program ais -a bit of scripting(when a player enters a certain area something happens) -little miscellaneous tasks and other thing may come up however this job is also for people who don't mind not getting paid.
coder toilet head studios anywhere programmers toilet head studios needs... you! we need a semi-experienced programmer that has had experience in coding for video games. we need people who are able to code in c++ or lua. if you know how to code in one of these two languages then make sure to contact us! we will also need people with also access to skype for team discussions. if interested, please contact zane.dimitri on skype or email zaneb98@gmail.com with the subject "ths coder". this is not a paid job, due to money. everybody on toilet head studios isn't paid and works for free.
3d modeler , programmer , animator , concept artist , sound designer craft coin games anywhere programmers hello, i am project leader of a new upcoming mmo game for mac and pc. the game is called dark solution and is being made by craftcoin studios. yes craftcoinstudios is a registered company in the united states. we currently have 8 team members and we are looking for a sound designer, programmer, level designer, and 3d modeler! yes i know a mmo is a huge project to take on, but our team has what it takes to complete this game and will do whatever it takes to do it. what is dark solution about? dark solution is about the last living elf on the planet that lived after cheated death. you have a choice to either help death find and kill the last elf, or you can join sides with the elf and help destroy the black glass that is what created death. what engine are you using? we are using the best engine unity3d!!! what do you have done so far? we have all sorts of character models finished, some jaw dropping concept art, and over 20 pages game design document. what makes our mmo different? we have a great pvp system such as bounty hunting, and more! our art style for the game will be totally different from other mmos. our character movement system is astonishing for a mmo, it's compared to games such as assassins creed or uncharted. and a main story line that will suck you into it and make you feel like you are living in the game. when will the game reach alpha mode? my guess would be probably late 2014. if you are interested, i will send you some images of what we have so far through skype! will i get paid? yes, you will get paid when the game is finished. all profits will be split depending how much work you have done. please contact me through skype if you want a fast response! skype: branbon1016
ai programmer/ gameplay programmer - udk brokencat studio poland/ anywhere - remote possibility programmers hello! i'm marcin gomulak, and i'm one of the main game designers of postal 2: udk project. we currently in need of ai and gameplay programmer. postal 2: udk from the beggining was meant to be commercial, but due to license things we can't make it officially commercial and in fact - pay real money to anyone who will contribute to project. however, if we present fully working ai/ gameplay, then there is possibility that the company which one holds ip to title will accept this project as commercial and we will be able to pay you for your work. in order to apply, you have to have experience with unreal script. you have to know how to code ai, some gameplay things. we are searching the most for ai programmer as far as some gameplay codes can be prepared by us. postal 2: udk is an serious project. and we will do anything in order to you to have good time with us :) *we are recruiting to postal 2: udk project, not to brokencat studio or psi-games team.
wanted: unreal scripter for scifi rpg-fps crossover abominatus games anywhere programmers abominatus games, a group of currently about 12 people who are mostly skilled in creating art-stuff, is searching for 2 programmers willing to support us with our first project, a scifi rpg-fps crossover. tasks include: creating a system inside the udk that is able to take care of the dialogs, quest-tracking, character-stats and weapon-stats like accuracy, bullet-spread, etc, and detection-fields for npcs (for stealthy gameplay). for this, experience in one or two programming-language would be a big plus, as is knowledge of the udks scripting-language unrealscript. the game will be a fps with rpg-like storytelling (quests and extensive dialog-trees), as well as a stat-based usability of weapons. the story is set in the year 3369, at the beginning of a major conflict between two nations in space. so, if you are interested, or have further questions, please contact us via the methods detailed below. about payment: at the moment we cannot offer any payment, but that will change over time.
looking for a good 3d modeller. digital missile studios anywhere programmers we are a 2-man group who makes horror games. our first game already got pretty popular, but now we are making hq games (our first game: http://www.youtube.com/watch?v=vk58higi7v0) we need a good 3d modeller for upcoming hq games (our current game: slender: anxiety, is almost ready for release). thanks!
3d flight combat game progammer (unity3d) cold castle games edmonton, alberta, canada programmers we are looking for a programmer to help us build a third person, fight combat game. our game could be described as a flight shooter, part arabian fantasy, part medieval steampunk, part cities in the sky, part mountain landscapes. guns, cannons, sorcerers, monsters and more. our team includes a 3d modelling instructor, 2 animation & modelling students, and a writer/designer. all have some professional, paid experience in their respective fields, though not necessarily game related. this job is for someone who really wants to be part of a team; who not only likes to code and bring ideas to life but wants to share in the creation process, and really help shape the core gameplay systems and whatever else they might have an interest in. though local applicants have the utmost priority, we will interview promising remote applicants at a later date as well.
3d organic artist realisticgamestudios anywhere programmers who are we? we're realisticgamestudios; a focused group of many, different individuals. we're always developing with following core elements: - high quality. our players will be provided with the best of the best, the top of the top. we're doing our best to live up to this. - organization. as we're more then 15 game developers, its very important for us to have a proper, if not better then proper organization. we lay weight on procedures, deadlines and solid assignment documents. we have a lot of tools to help us being as organized as we're. what do we need? basically, we're looking for focused individuals that are able to meet deadlines, have a keen eye for details, have a large motivation flow, be able to produce work of a very high quality is all requirements, and having great leadership skills is just an extra plus. but... we're not just looking for everyone. we're looking for 3d modelers. help develop a tactical, realistic, first person shooter on the cryengine 3 engine, and work with a very organized team. character/organic modeler responsibilities: you will be working in our 'organic' team, creating different characters, based on the concept art we give you. you will be having a close communication to our senior hard surface modeler. requirements: strong understanding of organic modeling. strong understanding of autodesk max or maya. strong understanding of zbrush or mudbox. strong understanding of the basic mapping process. strong understanding of uv'ing and texturing (in either photoshop, gimp, or so on) strong understanding of rendering (for showcasing characters). strong/basic understanding of ddo or marmorset is a plus. strong/basic understanding of cryengine 3 is a plus.
panda3d python programmer macro labs anywhere - skype/steam needed programmers for this job, at least a little experience in python, and little to no experience in panda3d. please nobody under 14 apply. royalties will be paid when game is released on desura. if you can record, have a microphone, can use photoshop well, these are all highly needed. please email me at the address below to apply!
seek people to help us with a horror game rolling red studios anywhere programmers programerare, animator, rigging, concept artist, environment artist, more modelers, sound/music we seek more people in each of these titles, whith experiance in any of these titles, we are right now developing a game called demons of my dreams, but the name can change its just a prototype name. the game is about a guy who wakes up alone in a dark forest with no memories or clues about where he is. from the start to the end he must find clues about who he is and a way out of this hellish verion of earth. in his journey he must fight the demons of his dreams to get closer to find out who he is.
xaml graphic wanted bigger on the inside games italy programmers good morning everyone, i'm the creator of bigger on the inside games, an italian indie developer group. we're making a c# beatmania iidx clone and i want to make the graphics with vectorial xaml, so there isn't any quality loss. requirements: - c# programming skills - visual studio 2012 express for windows desktop or equal - xaml writing skills - graphic skills - knoweldge about beatmania iidx graphics i (the creator of the project) give white paper about the graphics, but you must present me a concept of your idea.
udk programmer molotov games anywhere - skype required programmers molotov games is a small indie video game development team, of under 20 people, created to come together and create a small demo to best define and display the world of patriots. the reason of creating this demo? we are connected to heavy hitters in the triple a industry including vince zampella who is the creator of the call of duty franchise and now founder of respawn entertainment. he has agreed to review our demo and possibly send it to ea for us which may lead to many great things. yes, we are a volunteer project and everyone is working on it while maintaining regular jobs, school and other activities as well as everyone working on the project is above the age of 18. this is a non-paid position. we are looking for a talented programmer who can problem solve and deliver with both general code and gameplay and who can take the reigns of our ai system. below is a list of job requirements. programmer • excellent knowledge of the udk • work well in unrealscript and knowledge of c++ a positive • must have knowledge of a.i. • must be able to problem solve and adapt accordingly • dedication and reliability a must visit us at patriotsthegame.com to get more information and see our quality of work.
looking for a team to create a third person shooter over games anywhere programmers hello i am looking for a team of programmers (that know how to work with udk) animators 3d modelers and artists to create a third person shooter with an interesting story it will be a single player game that will take place in the future (2034).no requirements if your good at what you do you will join
gml programmer allfather entertainment anywhere programmers rundown: assist in programming and designing universal contingency--a new scifi space simulation mmo coded in gml and c++. (for features and details, go to: http://www.moddb.com/games/universal-contingency) allfather entertainment is a new independent game developer. here at ae, we focus on attention-to-detail, immersion, and creating an impressive and wonderful gaming experience. join us for a fantastic opportunity to learn and improve upon your skills. whether as a stepping stone or a hobby, allfather entertainment welcomes you into its midst. be a part of creating amazing and revolutionary games, as well as gaining knowledge and friends along the way.
recruiting various positions to fill dev team (royalty) goldenwolfgames anywhere programmers update: please note we are now looking to recruit a co-project lead to work along side myself. we are looking for someone who has previous experience in a similar position. if interested then please email devteam@goldenwolfgames.co.uk and state your subject as co-project lead application. intro hello, firstly let me quickly introduce myself. my name is jamie moore, i live in the united kingdom, i'm the project lead and lead level designer for our development team goldenwolfgames project rize! the reason i'm here is because our development team is looking to expand to get more hands on board to help us speed up development. at this moment in time all of our positions will be royalty or free, depending on what you are able to bring to the team, your experience and skills, we're hoping to turn your position into a fully paid position by the end of development. for you this will be a great opportunity to get on board a well organised development team to gain that vital experience needed to further yourself in the gaming industry and to also help you become a better developer. okay then so now lets tell you a little bit about the project, if there's something that we haven't posted or if you just want to know something then pm or email me and i'll be happy to supply you with the information. a little bit about rize rize! will be goldenwolfgames first big video game project, which we hope we can make a big success, and lead us into bigger and better games. rize! will be a single player and multiplayer tactical first person zombie shooter, rize! will feature a single player story mode which will take the player through the story of five different characters, who's story's all intertwine. rize! will also feature a multiplayer mode which consists of three different game modes team death-match, capture the supplies and survival(more may be announced), each player will be able to customize there weapons, gear and character. we'll be bringing more information for the multiplayer side of things over the coming weeks brief background story rize! will be based in the near future after a infection has killed off a vast amount of the human population. the government tried to hide it, but because the outbreak spread very quickly the government lost control and everyone was left to fend for themselves. most of which became very weak because of a lack of a food source, which made them venture the streets to find any type of a food source, which led most to be out in the open and unable to fend for themselves against the infected. any survivors that survived through the first year did so by grouping together, local church groups, friends, family or even any group they could find. really in the end it didn't matter, the only thing what mattered was surviving. the key to surviving was the power in numbers, but remaining small enough to be safe. at first all of the groups got on with there live's with no trouble using using anything they could find to keep safe, trying to help each others groups survive through until the infestation was gone. but that was before the winter came, local food supplies dried up, water sources froze over and wild life migrated. that's when all the fighting between groups started, everyone blames another group for making the first move but since then they are all guilty of sabotaging and stealing from each other. the harsh three years these groups have managed to survive together has built a sense of pride and loyalty within the groups and a deep sense of hatred towards one another. they no longer live side by side peacefully, given the chance they will slit each other’s throats and leave their corpse naked in the streets. most of the survivors are now believed to have some sort of resistance to the infection. when the virus first became airborne it was still young and killed many victims without reanimation, so most survivors will survive small cuts and scrapes obtained during a confrontation with the infected. however the infected are extremely hungry and the ones that have survived are ruthless killers and have learned how to quickly incapacitate humans. more often than not if an infected is close enough to scrape you, you wont! current development team members jamie moore(me)- project lead, lead level designer. richard ward - lead concept artist abdullah obaied - temp lead programmer alexander herberstein - programmer edward andrew - animator/ modeler janet banerjee - lead audio engineer tyler warburton - junior level designer eriiicks arciniega - concept artist philipp nasahi - level designer valentin wirth - 3d character modeler william brueske - 3d modeler/texture artist kyle lamber - writer current open positions below are the current positions that are currently open, please read the how to apply section for information on how to apply. 1 x programmer (must have experience with unreal script) 1 x ui designer/maker (must have experience with scaleform)) 1 x 3d modeler 1 x particle/effects artist 1 x animator and rigger (preferably experience with both but will accept experience with one) (urgently needed!) 1 x concept artist 1 x level designer 2 x texture artist how to apply if you think you could do more than one position then let us know. if the position your interested in isn't listed above then please still email/pm us, we may still be interested.you can either use the contact form on the "contact" page of our website, or email us via: devteam@goldenwolfgames.co.uk thank you for taking your time to read our threadconcept artwe do have concept art available for any applicants who wish to see them, please ask inside the email and i'll happily send them over goldenwolfgames
programmer, 3d modeler, 3d artist/animator, level designer carpe diem preferably brisbane, australia programmers i am looking to recruit a number of members to my new brisbane-based indie games company, called carpe diem. through no fault of my own, the comapny i was a part of (quo vadis studios), folded (although it hasn't been formally disolved). i have, what i think is a pretty good game idea, tentatively called massive mysterious library, and i need to build up a team of competent people around me, to make it become a reality. the premise of the game idea is this: the game's main character stumbles upon what appears to be a disused single-story libray; he manages to open the front doors and walks inside to find a victorian style library interior. as he is looking in awe of what he sees, he hears a loud noise, and turns around to see the doors have dissappeared and he is trapped. he then wanders around for a few minutes, before finding a famous character from history who disappeared. this character tells him that one minute they were in their own time, and the next they found themselves in the library. the historical character tells the main character, that they have discovered they are on only the first floor of a multi-storied building, and that there is an exit from the building on the top floor, but that the stairs to the second story are locked. at this point players will made aware of how to unlock the stairs. to unlock the stairs, players will have to return a certain number of books to their correct shelf location as per the dewey-decimal system, and enter a code into a panel on the wall next to the stairs - each book they have to put into its place will contain one number in the code, and the numbers are arranged according to the dewey-decimal location of the books they appear in. this is a simple lock and key type puzzle, there are two parts to the key - the code, and the books. upon reaching the second story, the main character will encounter an enemy npc, in the form of russian monk rasputin, who has also worked out how to reach the door on the top level. from this point onwards, there will be two sets of staris on each level (one for the main character, and one for rasputin), and alongside the simple lock and key puzzle (mostly the same as that of the first level), there will also be a race element, with players having to complete the book and code puzzle, either before or just after rasputin, in order to stop rasputin reaching the next level before them, and perminantly blocking access to the next level - if rasputin succeeds, the level will restart. each level will be more difficult than the last, with either more books to put back into place, and a longer code to type in, or less time to complete the puzzle. as the game progresses, players will encounter a number of friendly and enemy historical figures, who have been sucked out of time, and deposited in the library. if the game idea sounds a little complicated, don't be put off, as it's mainly my verbosity, that makes it sound complicated. in reality, the core game mechanics are simply lock and key puzzles, and a race against the clock. the kinds of people i need to make this game idea off the ground, are: someone with decent programming skills (at the moment i'm not concerned which language, as i haven't decided on a game engine yet) a decent 3d character modeler/rigger (i.e. someone at least competent enough to make the historical characters in the game look fairly realistic) a decent 3d interior modeler - has to be able to model books, stairs, tables, library shelving, and anything else you'd find in a library a decent 3d character animator a decent level designer i would prefer to recruit people from the greater brisbane area, mainly due to the logistics of meeting in person, although this isn't essential as i am able to stay in contact via skype. i would love to see my idea become a reality, and i am anxious to work on a project, so if you're interested, or in need of work, please reply to this job ad.
map designer e5interactive anywhere level designers we are looking to make a crucial addition to our team, a map designer. the map will be created in unity. you must have a knowledge of the majority of unity's tools. the map will be a huge island. it must be realistic, in the style of tomb raider(2013), and must contain many different biomes. the map must be textured realistically, with high resolution textures.
udk level designer nightmare games anywhere level designers nightmare games is creating a huge horror game that will be featured on steam and xbox. you can check it out on our website nightmare-games.weebly.com. we are looking for an experienced level designer in udk (unreal development kit). you must have a knowledge of the majority of udk's tools. the maps will be mostly suburban towns. it must be realistic and must contain many different interactions in the level. the map must be textured realistically, with high resolution textures.
level designers unvanquished development anywhere level designers about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements we are always looking for more level designers, as we have a stated goal of creating a default map pack for our eagerly awaited first beta release next year. creativity and style are both strongly desired, to create an enjoyable gameplay experience for our playerbase. a few general pointers: knowledge of a quake-based level design tool like a variant of radiant is a requirement. other design tools will not work with our engine, which is based off quake iii. as long as a tool is compatible with quake iii, it should be fine. we will provide ample support in the development of new maps, from offering our pool of textures to giving gameplay feedback. we will also provide the game pack to be used with radiant, if necessary. a wide variety of maps can be made, as our futuristic setting allows for all sorts of design goals to be accomplished.
writer / editor happy bomb games anywhere - skype is needed human resources hbg is looking for a writer / editor who has a passion for writing and has written a published or soon to be published story or for a game of some sort. we need someone to write out the character scripts, storyboards, and mission plots for our first game project, double agent. double agent is a first-person shooter that is influenced by classic fps games from the late 90's and early 2000's (such as perfect dark, black, and timesplitters). to gain this role on the development team, you must have the following skills: - has a written story of their own that is or soon to be published - has a reachable social network account (facebook, twitter, or google +) - must have skype and a reachable e-mail account. - has a dropbox or some sort of sharing network distribute your work. - must be dedicated to the task and must put in at least 4 hours a day on that task.
voice actors (male and female roles) must speak english happy bomb games anywhere - skype is needed human resources hbg is looking for voice actors who have acted in at least one game of any kind. we need actors that have experience in voice acting in video games or films for our first game project, double agent. double agent is a first-person shooter that is influenced by classic fps games from the late 90's and early 2000's (such as perfect dark, black, and timesplitters). to gain this role on the development team, you must have the following skills: - has both acting and voice acting experience - has a reachable social network account (facebook, twitter, or google +) - must have skype and a reachable e-mail account. - has a dropbox or some sort of sharing network distribute your audio file. - is willing to rehearse lines at least 1 hour and a half a day. - must speak fluent english!!!
sound effect designers unvanquished development anywhere audio/music about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements we utilize sound effects for a variety of purposes. there might be ambient sounds on maps for instance, contributing to the general feel of things. human structures might give off subtle mechanical sounds, while alien equivalents would make odd organic noises. of course, player models would make a variety of sounds, from human battle cries to alien roaring. we need all of these, and those with sound skills are always appreciated. a few general pointers: since there is a large variety of sound work to be done, it is early enough to pick out what interests one the most. sounds can be done for both the alien and human teams, as well as general ambiance to be used on maps. we would prefer for sounds to be done in groups by the same designer, to ensure consistency. for instance, all weapons of one type, or all the sounds used by a single alien form.
male & female voice actors wanted mm games anywhere audio/music looking for male and female voice actors for our next game detective scarlet. we are looking for someone who has good recording equipment and can speak fluent english as well as be able to speak different tones (such as lying, telling the truth, etc). a female voice actor with an accent is a huge plus.
voice actors needed chew box studios anywhere audio/music hello guys, me and my team are working on a unannounced episodic horror game and need a few extras for this episode. we are not giving out the project details at the moment due to ndas and keeping it pretty secret till we feel ready to share. i know you guys on here want to know about the project but all i can say is that it is a episode survival psychological horror game where you play a man stuck in a coma. it is a deep story that has been in development for 2 years now and we are finally creating it. characters that i need. doctor - male oldish guys around his 30-40s. audition lines: mrs please clam down your being very unpleasant, if you like we can talk in my office about what needs to be done. please sit... now i know your stressed about this but we can't do anything else till we know what is causing your condition. 2x female nurses around the age of 20-40s audition lines: so i hear he was unaware about what he saw and but he did the whole thing himself. do you think he knows about it? police either sex is fine. around the age of 20-60s audition lines: we just need to answer a few questions. if you like we can come back later if you need time alone. however we would need to know what happened sooner so we can stop this from happening again mam. *audition lines are not related to the game, it's just to gauge your voice. audio specifications: sample rate: 48 khz is preferred. if not possible, then 44.1khz is fine. anything lower is not acceptable. bit depth: 24-bit is preferred. if not possible, then 16-bit is fine. anything lower is not acceptable. format: wav is the preferred formats. recording guidelines: if you have access to a professional microphone for free (e.g from a friend), please use that. otherwise, any other semi-professional microphone is fine. please avoid using your computer’s built-in microphone or any other computer, mobile phone, etc.microphone. if possible at all, try to use a pop filter/windshield on the microphone to avoid excessive popping from your plosives. please do not apply any effects or processing (such as reverberation, equalization, compression,normalization,etc)to the recordings. this is unpaid. deadline: 22nd june 2013
alien concept artists unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements our aliens have a distinctly biological appearance, and as such, would be excellent practice for those interested in drawing organic structures and monstrous lifeforms. a variety of art styles can be employed, and we are in fact seeking all sorts of unique artistic directions with the alien team. a few general pointers: for those interested in more dynamic creatures, one could create designs for alien player models, which can have a variety of interesting methods of attack. immobile structures can also be designed, with the organic buildings being used to defend alien bases, as well as providing support to players. one could make new designs from scratch, or go over one of our existing designs to give another take on it.
technological concept artists unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements we are seeking skilled concept artists to design the equipment used by our human team in-game. all sorts of equipment can be designed, from guns, to futuristic suits of armor, and even buildings. we are going for a futuristic look, and would like to collaborate with artists that are skilled in presenting interesting, yet plausible designs. a few general pointers: all sorts of guns can be sketched out, from simple rifle-like weapons to heavy energy cannons. our humans utilize several types of armor, as well as utility packs that can be worn on the back. human buildings serve a variety of roles, from defense structures to armories and healing pads.
2d artists unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements beyond the domain of concept art, general 2d artwork can be used for many things, including the creation of assets for hud design, and the making of textures for maps and models. for those interested in the user interface, our upcoming integration of librocket into the engine will allow for some advanced hud features, which a skilled designer can take advantage of. in addition, our engine allows for a variety of texture maps, including normal, spec, diffuse, and glow mapping. a few general pointers: both ui design and texture artwork fall under this domain. ui designers simply need to export their assets into a compatible format, the implementation is done code-side by one of our programmers. texture artists have a wide variety of things to work with, including touching up existing textures on models and creating new ones for maps.
searching for ui designer xyoryx anywhere artists hello. i need a game ui designer to make the scoreboard, highscore and some menus for my game celosia (http://www.indiedb.com/games/celosia/). previous experience and gothic inspiration is a plus (please, send examples of your work if you have), but not required. the only requirement is to make it in .png with good quality. more details will be given on demand.
hard surface modelers unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements weapons, mechanical structures, pieces of equipment, and other inorganic objects fall under this category. for instance, one could design a suit of powered armor for the human team, or create new base structures for them. new weapons can also be designed. alternatively, one could create map props ranging from industrial crates and factory components to elaborate computer displays. this position would allow you to express yourself through the creation of detailed, futuristic objects for our game's universe. a few general pointers: the human team primarily uses these models, both for equipment and buildings found in the base. pieces of armor show up on the third person model. those skilled at producing futuristic weaponry can produce new guns for the human team. being able to create firing effects is a desirable skill. a wide range of map props can be designed, for a variety of futuristic settings.
3d animators unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements a skilled animator can make a creatively designed model come alive, bringing its potential past the limits. if you have a passion for 3d animation, we'd love to have you on board! you could animate your own models, or the models produced by others. a variety of things can be animated, from player models, to weapons, and even structures. in addition, things can be animated for the first-person view, such as claws for the various alien forms. a few general pointers: work can be done on your own models, or the models produced by others. a variety of animations can be done, including those for the first-person view. we use the .md5 model format, which supports skeletal animation.
organic modelers unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements whether you have a passion for modeling monstrous alien beings or futuristic human soldiers, there's a position for you! depending on your interests, you can create anything from alternative player models for the human team, to new forms, and even new structures for the alien team. living map props could also be created, such as eerie organic mats and tentacled barriers. if you excel at creating expressive, lively models, we'd love to have you on our team. a few general pointers: player models can be made for the human team, for either gender. ideally, we would like to have a female trooper in the near future. in addition, alien player models can also be made. we have support for adding claws and other attacking parts to the first-person view. structures for the alien team are desirable, as well as organic map objects.
3d modeler / artist dw productions anywhere artists are you looking to have your work featured in a game mod that hundreds of people play every day? we are looking for a talented 3d artist to produce environment art and props. your work will be featured on the monster mash & monster evolution mod servers for unreal tournament, some of the most popular ut servers worldwide! your responsibility will be to create the visual representations for many objects that are already in the game (using placeholder art) or to create visuals for new items that later be programmed and placed into the game. you must be comfortable with low polygon modeling, uv mapping, and texturing your models (diffuse mapping). experience rigging and animating models would be great for future endeavors, but is not essential to this position. this position offers you a lot of creative freedom to determine the overall look of the items you create and influence the overall visual design of our mod.
3d modeler mythic anywhere artists nightmare among shadows is a slightly popular indie game in need of a 3d modeler to design intricate models based off concept art designs and imagination. experience in : 3ds max maya *experience in animation and rigging is an added bonus* *clear understanding of and capability to express abstract 3d objects and characters in a game designed around horror* you will need to remain in contact at least 2 times a week. you will not be paid but offered credit and whatever spotlights we can dish out. *this includes interviews / articles / videos* all work is credited to you and you own all rights to your creations. good things to have : active email skype understanding of gdocs *note* all models will need to be provided in both fbx and ase formats to fit the credentials for udk. all textures will need to be in png format. be prepared to provide examples of your work!! *do not apply if you cannot meat the above criteria* thank you for your time.
graphic designer (ui artist) happy bomb games anywhere - skype is needed artists hbg is looking for someone who has experience using adobe photoshop or adobe illustrator graphic design and illustrating programs for ui graphic design of any kind. we need someone to design the main menu, player hud, and other graphic ui designs for our first game project, double agent. double agent is a first-person shooter that is influenced by classic fps games from the late 90's and early 2000's (such as perfect dark, black, and timesplitters). to gain this role on the development team, you must have the following skills: - good knowledge in photoshop, fireworks, gimp, or illustrator - skills in graphic design - skills in photo editing and illustration - easy access to cloud storage or a sharing network. - has a reachable social network account. - must be dedicated to the task and must commit 4 hours to that task.
artist toilet head studios anywhere artists toilet head studios needs... you! we need a semi-experienced artist that has had experience in creating art for video games (preferably somebody who can sprite too!), with access to skype for team discussions. if interested, please contact zane.dimitri on skype or email zaneb98@gmail.com with the subject "ths artist". this is not a paid job, due to money. everybody on toilet head studios isn't paid and works for free.
animator-rigger (paid) cronix games usa artists work for cronix games on the game, nav1! a tps/mmrpg/scifi adventure/shooter! become involved on the conspiracy of the origin of life! needing person(s) to animate nav1 game assets from blender and to be only saved as blender when finished. skills || * = required || *must have 1+ year of experience. *must present a very recent portfolio from a site(video, etc.). *must have some sort of team experience. *must know how to apply rigs to objects (i.e. arms, bodies, vehicles) and properly animate them. payment *must be willing to receive payment every task that's completed of ($10.00 u.s.d.) - this includes a list of tasks as one task (e.x. 1. punch animation, 2. kick animation, etc.) payments are distributed through paypal only!! thank you for your patience! and good luck to all! have any questions? e-mail me! krsnelgrove@yahoo.com i will not give out your e-mail, don't worry!
2d artist / graphic designer (unpaid) star wars: battlecry team anywhere artists hello there, we need an experienced 2d artist proficient with photoshop and illustrator. a strong portfolio is important. video editing and after effects would be a real plus; it could even be described as a game changer for your application. those with 2d knowledge limited to ps and il should not be deterred and will be considered all the same. best of luck and we look forward to hearing from you.
level design, art design skazka anywhere artists looking for artists and level designers familiar with unique natural settings, art deco settings and style, and 1920s to 1930s style and fashion. you will be assisting the demo project "rawr bomb" (working title) before it is submitted to kickstarter. if the project gets backing you may be brought into the project for pay. level design is done 2d, with repeating objects, not tiled. pieces can be resized, distorted, flipped and rotated and be placed on multiple layers with parallax to give depth and a unique feel with as little pieces as possible. photoshop is a plus for cutting out pieces from existing images to be drawn by the artist or used as placeholders until the artist draws them.
artist/pixel artists wanted! ark games uk artists hello! i am the lead developer and founder of a small game development community, ark games. we need some more artists to help us make awesome, aesthetically stunning games. if you are interested please send us an email following the template on our about page of the website to this address: arkgames.contact@gmail.com! please note that we make games for fun and you will not be paid and this is not a full time job. thank you, felix.
artist outpost software anywhere artists outpost needs an artist for 2 main tasks - creating in game images - creating promotional/concept art we need a person who is - a good team worker - a good communicator - able to meet deadlines - creative - able to share and create ideas view the game on indie db here http://www.indiedb.com/games/outpost on youtube http://www.youtube.com/outpostsoftware on our website http://outpostsoftware.com/
3d character modeler and rigger chew box studios anywhere artists chew box studios is a indie game company working on an episodic survival psychological horror game. details on the game will be given once someone has been picked. we are in need of someone who can create characters and monsters for our game. if you don't know how to rig that is fine as we mainly want a 3d character modeler. this is unpaid work.
character artist fenrir studios anywhere artists the dark storm team is currently looking for quality talent in character modeling. you must know how to fully unwrap and texture them as well required skills (any or all) 3ds max, maya, zbrush, blender payment: payment will be on a percent basis after the game is released everyone on the team that helped will receive an amount calculated off the amount of work they did that makes it into the final build. we plan to release on steam and any other services that will allow
modellers for dead inside also concept artists sector7games anywhere artists hello, i am josh gallagher the founder of sector7games. i set this company up in september and we started our game dead inisde soon after, for the last couple of months me and my team have been working very hard to bring our game together and produce aaa game quality game play and models. our current game in development is dead inside and we are not far off alpha, the main outline of the story is: 'the game is based on the idea that the protagonist and his family have been trying to survive for a number of weeks amongst an undead society. in the beginning of the game, the protagonist leaves his family to look for supplies which are already scarce. as he returns home, he finds his wife and daughter's bodies, still on the floor, surrounded in blood with unbelievable flesh wounds to their necks and wrists. at that moment, a news bulletin from the government warns all survivors to be cautious around any dead bodies, and if safe, dismember the head from the neck, severing all nerves. the main character sees that there is no other option than to destroy his families bodies. after this, he stocks up on weapons and prepares for war.' that is the main outline of the story but we will further elaborate on it. the game modes that we will incorporate will be single player (survival mode), multiplayer (online survival) and also available in first and third person views. we are looking for 3d modellers who are confident that they can produce great content,we are looking for these skills: can model to a commercial standard can model most thing e.g. weapons, vehicles and buildings ect. also you will need: dedicate at least 5 hours a week to this project have a skype account get on in a working environment have a modelling program, must be legal no pirated copies. also we are interested in concept artists as well so please apply! looking forward to hearing from you. also please read that this is no paid wage but profit share, we are open to all questions about this offer.
3d modeler / prop artist sup space studios anywhere artists preeminence online is an indie game project sup space is currently working on. to further strengthen our global team we now require an additional 3d artist with a skillset as close to the one described below as possible. required skills: - sculpting (3d coat, zbrush etc) - hs modeling (maya/3ds max/xsi/blender etc) - unwrapping (uv layouts don't make themselves and no, pushing the "unwrap" button of an automated tool generally doesn't cut it!) nice to have: - experience with cryengine (that's our target platform) - 2d artsiness (think concepts, textures and paint-jobs) - a fascination for science fiction and the technologies therein - rigging/skinning/animating skills (might speed up things in the pipeline) sup space is offering a piece of the pie ( and the pie is no lie! ) for everyone contributing to preeminence online's commercial success, however, given the distributed nature of the project group and the current lack of substantial funding we cannot compensate you right off the bat. to clarify this explicitly: we are not looking for subcontractors, outsourcing companies or any other people who may only be in for the money. this is not to say that we are not at all in for the money ourselves, it's just not the sole reason we got. looking forward to seeing some interesting applications!
2d artist / technical artist sup space studios anywhere artists preeminence online is an indie game project currently in development by sup space. to further strengthen our growing global team, we now require an additional 2d artist, preferably with strong technical drawing aptitude. the successful candidate will be as close to the specs given below as possible. required skills: - technical drawing (we don't just care about how stuff looks, we need you to communicate how it works too!) - basic understanding of kinematics and dynamics from at least a newtonian perspective. (so you get what our designers are talking about when they need you to draw one of our spricklesprocket-gizmonizers!) nice to have: - 3d modelling skills (knowing basic controls in at least one 3d suite may greatly contribute to your overall effectiveness in our team) looking forward to some interesting applications then! oh, and just to make it clear enough: sup space is sharing the wealth, unfortunately, there is no wealth to share yet, so, if you like pie and want a piece of it, you'll have to wait for it to come out of the oven first.
talent scouts realisticgamestudios anywhere artists at realisticgamestudios, we're seeking a talent scout. join a talented and dedicated group consisting of creative individual developers. as a talent scout, your job will be to find potential recruits for our team. if recruits are not found good enough, but eager to learn, then your responsibility would be to teach them to get a high level of standard as well. for more details about the game, please visit: http://www.indiedb.com/games/elite-special-forces
3d modeler/texture artists for 3d space game bloodleaf studios united states artists bloodleaf studios is a newly formed game developer out of surprise, az. we are looking for a 3d modeler and/or texture artist for our in production title, the theseus effect. the game is a invisible maze exploration game set in space that is up for release in a just a few months. we are looking for an extra hand in finishing off the game. expertise in maya and unity3d's use of fbx files required, with 3dmax acceptable.
3d vehicle/environmental artist realisticgamestudios anywhere artists who are we? we're realisticgamestudios; a focused group of many, different individuals. we're always developing with following core elements: - high quality. our players will be provided with the best of the best, the top of the top. we're doing our best to deliver this. - organization. as we're more then 15 game developers, its very important for us to have a proper, if not better then proper organization. we lay weight on procedures, deadlines and solid assignment documents. we have a lot of tools to help us being as organized as we're. what do we need? basically, we're looking for focused individuals that are able to meet deadlines, have a keen eye for details, have a large motivation flow, be able to produce work of a very high quality is all requirements, and having great leadership skills is just an extra plus. but... we're not just looking for everyone. we're looking for 3d modelers. help develop a tactical, realistic, first person shooter on the cryengine 3 engine, and work with a very organized team. 3d hard surface modelers responsibilities: you will be responsible for the creation of high poly vehicles (mainly focusing on cars, trucks and military oriented vehicles) or environmental assets (such as tree, bushes or grass), baking them down to low-poly, optimized in-game assets, as well as being responsible for the texturing of those. as something else you will be responsible for creating mock-ups of vehicles or environmental assets. lastly you will be basing your models of some of our concept art or real life reference pictures (last said is the most used). required: strong understanding of autodesk max or maya. strong understanding of zbrush or mudbox. strong understand of the basic mapping process. strong understanding of uv mapping and textures. strong understanding of rendering (for showcasing assets). strong understanding of mamorset and ddo is a big plus. strong or basic understanding of cryengine 3 is a big plus.
undead castle- seeking 3d artists broken limits media llc anywhere artists we're looking for serious members. people who want to make a great game and do it right. our team is working on an awesome game called the undead castle. with features, backstories, and plots never before seen, we're excited to turn out an awesome project! serious, moderately experienced inquiries only please. target aim - steam compensation plan royalties - negotiable technology unity 3d / other additional info we're looking for serious, dedicated members. if you're working on another project, you might want to reconsider. in order to make any money in royalties, you will need to sign a contract with broken limits media llc and complete the terms of the contract / project fully. if you want to work as a hobbyist, be clear on that. all members have to sign a non-disclosure agreement as well. no exceptions.
particle effects artists fenrir studios anywhere artists particle effects artists are needed to work on the final assets/portions of the game. knowledge of unreal cascade and fluent unreal 3 engine knowledge is required. (programming knowledge {unrealscript for effects} is not required but welcome) photoshop or similar image editing software for creation (gimp etc) able to work in a large team environment understanding of svn ( industry grade revision control software ) payment: payment will be on a percent basis after the game is released everyone on the team that helped will receive an amount calculated off the amount of work they did that makes it into the final build. we plan to release on steam and any other services that will allow
animator molotov games anywhere - skype required artists molotov games is a small indie video game development team, of under 20 people, created to come together and create a small demo to best define and display the world of patriots. the reason of creating this demo? we are connected to heavy hitters in the triple a industry including vince zampella who is the creator of the call of duty franchise and now founder of respawn entertainment. he has agreed to review our demo and possibly send it to ea for us which may lead to many great things. yes, we are a volunteer project and everyone is working on it while maintaining regular jobs, school and other activities as well as everyone working on the project is above the age of 18. this is a non-paid position. we are in need of talented and dedicated riggers/animators to breathe life into the characters, weapons and environments to bring them to life. below you will find descriptions on the positions needed. animator • need to know how to rig characters, weapons and environmental objects in bi-ped • animate basic and complex animations • must know udk • knowledge of animtrees is a plus visit us at patriotsthegame.com to get more information and see our quality of work.
artist: environment molotov games anywhere - skype required artists molotov games is a small indie video game development team, of under 20 people, created to come together and create a small demo to best define and display the world of patriots. the reason of creating this demo? we are connected to heavy hitters in the triple a industry including vince zampella who is the creator of the call of duty franchise and now founder of respawn entertainment. he has agreed to review our demo and possibly send it to ea for us which may lead to many great things. yes, we are a volunteer project and everyone is working on it while maintaining regular jobs, school and other activities as well as everyone working on the project is above the age of 18. this is a non-paid position. we are in need of talented and dedicated environment artists who can create beautiful environments and scenery to fill the world. description of position is: • knowledge of udk • must know how to create clean models from concepts and references • must have solid texturing skills • need to have an eye for detail • have a good sense of scale • experience in the industry is a big plus visit us at patriotsthegame.com to get more information and see our quality of work.
artist: character molotov games anywhere - skype required artists molotov games is a small indie video game development team, of under 20 people, created to come together and create a small demo to best define and display the world of patriots. the reason of creating this demo? we are connected to heavy hitters in the triple a industry including vince zampella who is the creator of the call of duty franchise and now founder of respawn entertainment. he has agreed to review our demo and possibly send it to ea for us which may lead to many great things. yes, we are a volunteer project and everyone is working on it while maintaining regular jobs, school and other activities as well as everyone working on the project is above the age of 18. this is a non-paid position. we are in need of a talented character artist that can bring a life-like and believable character model to fruition. description of position is: • must have excellent understanding of male and female anatomy • must be able to work from concepts as well as reference images • must be able to optimize and produce clean models • must have solid texturing skills present • prior experience of working on a game is a plus visit us at patriotsthegame.com to get more information and see our quality of work.
artists needed 1-up studio anywhere artists hello folks, we're working on a couple of games such as sonic's life, and friendly fighters, and we had no art support at all, and if you want to help out on the project, then go ahead, all i need is people who are good at making backgrounds, character art, and sprites, many people can join in on the project, and note, you must be active on the project with updates on your current progress, any lack of notifications and you'll be dropped, so good luck
diverse artists for survival rpg rising soul games anywhere artists rising soul games is searching for reinforcements for; survivor : forgotten world a first person survival rpg. -------------------------------------------------------------- here is the link to the game: http://www.indiedb.com/games/survivor -------------------------------------------------------------- for now, we need could use reinforcements in those areas: - environment artist - 3d modeler - animator - concept artist - character artist we have a team of around 6 members and work very hard on the project, and are very close to a playable version. what we offer: a good and friendly team that communicates a lot the right to add your ideas to the table a new and refreshing concept with high quality standards and a lot of opportunity what we want from you: a good amount of experience and an eye for aesthetics communication and availability over skype open for critique ++ you should be really motivated to work with us on a great game! ___________________________________ we are looking forward to your apply, don't miss your chance working with a nice team on a promising game! we are an indie team and work on our free time..
2d graphics artist allfather entertainment anywhere artists rundown: design detailed 2d top-down sci-fi graphics/sprites in a casual low-pressure and low-quota work environment. allfather entertainment is a new independent game developer. here at ae, we focus on attention-to-detail, immersion, and creating an impressive and wonderful gaming experience. join us for a fantastic opportunity to learn and improve upon your skills. whether as a stepping stone or a hobby, allfather entertainment welcomes you into its midst. be a part of creating amazing and revolutionary games, as well as gaining knowledge and friends along the way.
pixel artist voltisoft anywhere artists pixel artist the pixel artist’s primary role is to develop pixel-scale graphic elements for voltisoft’s games. any pixel-related tasks will be handed to this individual to be worked on. it is implied that creativity and passion are essential to the mentality of this developer. qualifications: - ability to work in a team-oriented environment - creativity - moderate experience - ability to work with various graphic formats especially .png, .jpg, and .bit -skype for communication preferences: -experience with other game development teams -ability to work with animated elements. -bonus qualifications: -able to work with graphics in general, not just pixel art. apply: send resume/application to admin@voltisoft.com please include at least 5 examples (preferably of different types of pixel art).
map texture artists unvanquished development anywhere artists about us unvanquished development is the team behind the unvanquished project, which is a free, open-source strategy shooter pitting technologically advanced humans against hordes of organic, adaptable aliens. our developers are highly diverse, ranging from hobbyists to employed professionals, coders to skilled artists. we are multi-national as well, with fully online development allowing us to have developers all over the world work together. our game has been regularly featured on phoronix, where articles have praised our efforts at quality artwork in an open source project, and the regularity of our releases. in addition, we have been featured on the front page of sourceforge, as well as several linux repositories. general requirements ideally, an applicant should have the following traits: ability to communicate effectively with project coordinators. capacity to work in an online team environment, whether alone or with others. a genuine interest and passion for what one does. position requirements in a texture artist, we're looking for those that have experience in creating detailed, attractive textures to be used by our level designers. besides base textures, our engine has support for bump, specular, diffuse, and glow maps. thus, your textures can look the best that they possibly could. a few general pointers: preferably, one should be able to create additional texture maps for their textures, such as bump mapping. a variety of textures can be made for all sorts of different settings, from space stations to futuristic cities. well-made textures will bring out the best in a well-made map, and the creation of a texture set will allow for one to easily get their name out.
tds sprite maker and animator. dexxu games anywhere - skype needed artists here at dexxu games, we have creativity and skills, but that doesnt apply to sprites! we need somebody to make profesional zombie-based sprites including, zombies with walking/running,attacking animatiosn, player sprites with multiple different weapons and animations such as walking/sneaking/running/shooting/melee/meele w/ weapon. this sounds like alot of work, but you will be givin a generous share fo the profits, as we plan on alpha-funding this game on desura! after alpha-funding, we will be selling and updating this game constantly, and we may need you for another project, which is more money for you! hope to see you on dexxu games team!