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Jobs & Mappers Wanted
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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Christ 
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 
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 
I'm willing to move to Madison. Does that qualify me? :) 
A Bit Of A Question... 
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 
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 
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 
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] 
 
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 
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: 
oops, so i should probably clean this up a bit, eh? :P

http://www.celephais.net/cv/portfolio.htm 
Yeah, Probably... 
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: 
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. 
We Sell The Nexteli930...$120 
[deleted spam] 
SPECIAL OFFER 
SELECTED ITEMS IN CAPSLOCK WHILE STOCKS LAST 
We Sell The Nexteli940...$110 
So ner! 
Mapping Competition 
$1,750 in prize money

Make a Q4 1on1 map to be used in tourney competition. First through third places get money, at least $250. check it out:


http://www.fragarcade.com/news/53/ 
QuakeRemix -- Quake 1 Remixed For Quake 4 And Doom 3 
We're looking for:

** Mappers
** Skinners
** Animators
** Others that just want to help with the project!

You can check out whats been going on and how everyone feels about it on our site or here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=13875
http://www.quakeremix.com

Drop me a line if you're interested (obwando@quakeremix.com)
We're getting a lot of traffic (~250,000 hits this month so far) and theres a lot of good buzz going on about it. So if you are looking for a good project to put under your belt, join us!

There are 2 versions to be released of this mod. The Doom 3 version and Quake 4 version

--OBWANDO 
The Most Interesting Is... 
...but... 
... how can it look so ugly ?? 
Obwando 
http://www.celephais.net/board/view_thread.php?id=1&start=9682
read and improve

btw: traffic and buzz does not make a good project. 
I Agree With JPL 
They actually managed to make Quake look worse, with lower framerates, and Doom 3/Quake 4's clunky physics. I can't imagine anyone wanting to climb aboard that doomed ship.

Sorry Obwando, those maps look awful. The Quake textures are not going to lend themselves to looking good with normal & specular maps, especially if you have an amateur texture artist. Additionally, I suspect you're going to run into trouble rendering larger scenes that have water in them.

And finally, it's pretty ambitious to try and remake a game period. But remaking a full game for an engine that all but requires bump and specular mapping is downright insane for an amateur team.

The guys that are doing the Source engine remake of Half-Life are going to be working for at least another year I bet, and I doubt they are doing much in the way of normal/specular mapping.

Sorry to be negative, and by all means, if this is your passion then don't let my words stop you, but I think you're not being realistic. 
Black Mesa Source 
The shots of that actually look really quite good. However, I wonder if it will ever get beyond the few nice screenshots and renders stage.

I hope so, but remaking a game, especially something like Half-life, is not a task to be taken lightly.

Anyway, good luck with the Quake project, OBWANDO. 
OBWANDO: By The Way... 
I have just one question...

Do you honestly think that this: http://www.quakeremix.com/modules.php?set_albumName=album02&id=update&op=modload&name=Gallery&file=index&include=view_photo.php&PHPSESSID=058499368874cd731fb17ebd0a6fe9ec

looks better than this: http://than.spawnpoint.org/files/quake_start.jpg ?

If not, why are you putting up map screenshots now? Also, I take it you have seen Tenebrae? http://tenebrae.sourceforge.net/shots8/quake00064.jpg

Personally, I think the original Quake shot looks better than both QuakeRemix and Tenebrae, although that's a matter of taste and is completely subjective. Tenebrae has the potential to produce attractive graphics, but as with the Doom 3 engine, you need good assets, and that is going to take time. 
Erm 
Than 
do you think he has any clue at all? 
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