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Posted by metlslime on 2004/04/14 03:11:11 |
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod. |
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Uh...
#145 posted by metlslime on 2005/07/30 14:21:12
technically, "u" can.
#146 posted by Vigil on 2005/07/30 17:02:18
English, motherfucker?! Do you speak it?
Wha-what ?!?
#147 posted by HeadThump on 2005/07/30 19:04:55
Say 'What' One More Time
#148 posted by Kinn on 2005/07/31 02:11:25
I dare you, I double-dare you!
What
#149 posted by Tron on 2005/08/01 20:13:34
Can I play too?
Eh, Er,
#150 posted by HeadThump on 2005/08/01 20:32:10
what!
What ?
#151 posted by JPL on 2005/08/01 23:14:21
What !
What =
what
1.
a. Which thing or which particular one of many: What are you having for dinner? What did she say?
b. Which kind, character, or designation: What are these objects?
c. One of how much value or significance: What are possessions to a dying man?
2.
a. That which; the thing that: Listen to what I tell you.
b. Whatever thing that: come what may.
c. Informal. Something: I'll tell you what.
d. Nonstandard. Which, who, or that: It's the poor what gets the blame.
adj.
a. Which one or ones of several or many: What college are you attending? You should know what musical that song is from.
b. Whatever: They soon repaired what damage had been done.
c. How great; how astonishing: What a fool!
adv.
How much; in what respect; how: What does it matter?
conj.
That: I don't know but what I'll go.
interj.
a. Used to express surprise, incredulity, or other strong and sudden excitement.
b. Chiefly British. Used as a tag question, often to solicit agreement.
Idioms:
what for Informal
A scolding or strong reprimand: The teacher gave the tardy student what for.
what have you
What remains and need not be mentioned: a room full of chairs, lamps, radios, and what have you.
what if
a. What would occur if; suppose that.
b. What does it matter if.
what it takes
The necessary expertise or qualities needed for success: She has what it takes to be a doctor.
what's what Informal
The fundamentals and details of a situation or process; the true state or condition.
what with
Taking into consideration; because of: �I've often wondered why some good crime writer... hasn't taken up with New Orleans, what with its special raffishness, its peculiar flavor of bonhomie and a slightly suspect charm� (Walker Percy).
That Is As Far From Samual L
#153 posted by HeadThump on 2005/08/04 17:21:26
As it gets, so you missed the answer by, maybe an entire Universe. But a cheer for the effort you put in.
"That's DAMN good ale! It will get you messed up!"
Voodoo...etc...
#154 posted by JPL on 2005/08/04 23:37:15
Nice copy-paste from a dictionnary... You know, I have one in case I'm unable to understand something... and I know that sometimes it's not enough... but please, don't consider me as a idiot please...
Oh... I Forgot..
#155 posted by JPL on 2005/08/04 23:41:38
.. to mention I was just joking... (note for those who were able to think I was serious ;)...)
Starbreeze Is Looking For A Level Designer
#156 posted by cyBeAr on 2005/08/12 15:24:03
http://www.starbreeze.com/jobs.jsp
if you're perpared to relocate to sweden...
Work At EPIC
#157 posted by Jago on 2005/08/17 15:59:08
EPIC has a load of job positions open at the moment:
* Concept Artist
* FX Artist
* High-Res Modeler
* Level Designers
* Motion Graphics
* Graphic Designer
* Programmers
* Texture Artist
* 3d Texture and Environments Graphics Artist
* Lead Artist/Graphics Designer
See http://www.epicgames.com/epic_jobs.html
Christ
#158 posted by . on 2005/08/17 17:11:11
Why can't they split their graphic design shit into print and game seperately? As if I know 3DS max or Flash.
Raven Looking For Some LDs
#159 posted by - on 2005/09/12 19:17:52
http://www.gamasutra.com/php-bin/jobs_display.php?job_id=7345
Raven Software is looking for 2 experienced level designers to create and implement levels for an exciting, currently unannounced title!
Responsibilities:
� Create, organize, and implement layouts and walkthroughs for all levels (puzzles, enemy placement, etc.)
� Analyze and debug levels as necessary
� Work in a team environment to critique and provide input on other levels
� This position reports directly to the Design Lead
Qualifications:
� Experienced in level design and implementation for console (Xbox, PS2) and PC platforms.
� Experience with 3D Studio Max
� Exceptional organizational and problem solving skills
Anyone who can show some a good competence for gameplay, a few decent maps to show off, some level of scripting/programming knowledge and a decent attitude could easily do this job. If you've got a couple of the following; some good Quake3 maps (or even some awesome Q1/Q2 SP maps), something of a decent D3/HL2 sp map, any experiance with 3d Max/other 3d packages, willingness to move to Madison, WI... you've probabally got a shot at this.
Scampie
#160 posted by Zwiffle on 2005/09/14 12:23:41
I'm willing to move to Madison. Does that qualify me? :)
A Bit Of A Question...
#161 posted by Tron on 2005/09/24 02:13:59
I have decided to stop hoarding all the unreleased stuff on my computer and put it towards something, and am thinking of applying at a local company which has been advertising for a while.
I might not have as good a portfolio to show off as lots of other people around here, but I figure I may as well give it a shot because I lose nothing by trying. So that said, what do people normally send with applications?
Hello
#162 posted by R.P.G. on 2005/09/24 08:48:49
A cover letter, a CV (probably a link to one online) as well as a link to your online portfolio which contains brief descriptions, screenshots, and download links.
Trondm3 please.
Yah
#163 posted by Tron on 2005/09/24 09:51:51
Thanks RPG. Trondm3 is just about finished on the harddrive, feel bad since we had that deal and all but I am focusing all my energies on building stuff in d3 at the moment to add to portfolio, only breaking for that for speedmapping to relax.
Also
#164 posted by pjw on 2005/09/24 11:36:58
This is probably sort of obvious, but be sure to highlight your best most-recent-engine stuff first in your portfolio, for those with short attention spans who might be looking at it. I've seen some portfolios that are structured temporally and contain everything in the cupboard, which is a bad idea.
And if you're making D3 engine stuff, pull your damn light centers out. [/pet peeve]
#165 posted by - on 2005/09/24 16:24:24
I once built a d3 map and didn't pull out the centers and it came to life and killed pjw's family and raped his mother.
Please don't forget kids, it's no joke, light centers are there to be poked.
Yeah
#166 posted by wrath on 2005/10/01 03:49:03
what pjw said. don't send everything and the kitchen sink. three really good maps, or even parts of maps, in different styles, to show your versatility.
Pjw/wrath:
#167 posted by metlslime on 2005/10/01 12:00:45
oops, so i should probably clean this up a bit, eh? :P
http://www.celephais.net/cv/portfolio.htm
Yeah, Probably...
#168 posted by pjw on 2005/10/01 12:21:38
I'd probably chop it just above Cube, and link to the other stuff.
You also might consider reorganizing a bit to highlight the fact that you can do texture work and code-ish stuff as well as typical level design. That sort of jack-of-all-trades quality is valuable since you're less dependent on others' skills dictating your workflow...maybe just say something explicit about it at the beginning (or, if nothing else, make it obvious in your cover letter).
Pjw:
#169 posted by metlslime on 2005/10/01 20:57:24
Thanks for the feedback. Actually, it's obvious in my resume itself. The portfolio is level-design centric becuase that's the kind of position I'd been applying for.
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