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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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Xen
#12 posted by wrath on 2004/04/15 13:51:59
Then again, that's true for any thread.
What's In It For You?
#13 posted by Dev on 2004/04/15 13:59:42
Royalties in exchange for permission (i.e. a license) to use your data.
If you've got existing content that you're willing to license, or if it's "easy" (relatively speaking) for you to create new content (and you have some spare time), then the decision is fairly straightforward.
Effectively it's an option to recoup something from the work that you've either already done, or can readily accomplish.
If you have something to show, we'd be happy to take a look.
This Looks Fun
#14 posted by HeadThump on 2004/04/15 17:03:55
Im rooting for Wrath on this one; make The Man sweat before showing your hand.
Seriously though, I do see a potential problem with this in terms of commercial usuage. Most of the existing content was created using tools that require licensing from Id or Valve before they can be used for commercial purposes. This goes for any current project -- most mappers use either GtkRadient or Worldcraft. I don't know about the status of the BSP editor in regard to legalaties. I assumed you have thought this through but I didnt find relevant information to that end on the site you gave.
Actually
#15 posted by wrath on 2004/04/15 17:13:41
I was thinking more along the lines of what you could do with a 3d engine on a handheld system, not what maps I got up my sleeve to convert to the trainwreck in progress.
Woo, Models
#16 posted by Preach on 2004/04/15 17:35:06
Quite a lot of the decent stuff I've modelled can be found at http://gamecache.net/index.php?act=SF&f=34. There are some things I've not posted there, mostly because it's not very all purpose(like a lifting crane, or a vampire in camoflage). All of the stuff posted is original content, and if there's some specific model you need, I can create new work too.
#17 posted by - on 2004/04/15 17:39:32
can we please go discuss in another thread and at leave this to just be a thread for posting jobs/mod help? thanks.
Preach
#18 posted by Dev on 2004/04/16 06:03:17
Thanks, I'll take a look and contact you.
Oh No
#19 posted by DaZ on 2004/04/16 10:35:24
now there will be aerowalk on my mobile phone too! ARGH!!! :D
YES
#20 posted by inertia on 2004/04/17 19:04:05
aerowalk = aero4ever&ever
Lookin For Mappers (seems Like The Place To Come)
I have started a Quake TC and am currently looking for some people who would like to create some strange theme maps for this very odd project. Details of the game concept and whatnot can be found at this page:
http://www.geocities.com/projquake/main.htm
Thanks for your help
#22 posted by Kell on 2004/04/20 14:59:23
Definitely Interested
#23 posted by Dev on 2004/04/20 23:05:33
We're definitely interested -- I'll check them out shortly and get back to you.
Thanks again!
The Agency Project
#24 posted by limpnode on 2004/04/23 04:11:17
The Agency Project (http://the-agency.sourceforge.net) is an open source game in development. We are currently looking for mappers, 3D artists, and any feedback(positive or negative) that can be given. For more information, visit http://the-agency.sourceforge.net.
#25 posted by . on 2004/05/27 16:17:24
"antebellum" is a first-person-shooter Quake 1 mod set in the middle ages. the player belongs to an underground group known as the "technocrats" - who have advanced technology (especially weaponry) at a quicker rate. the "cult of incorruptus" is hellbent on preventing future wars by initiating one giant war against mankind itself, leaving only the cult and it's converts alive. the player will be able to choose different classes to play as, with each class having exclusive weapons.
looking for:
-mappers
-qc coders
-modelers/animators
-texture artists
http://mods.moddb.com/3437/
http://ante.phait-accompli.com full story/concept art/etc
Lol, A Great Job Op!
#26 posted by - on 2004/06/24 10:19:00
http://www.3drealms.com/gethired.html
Apogee and 3D Realms are die hard game players who make games without marketing pressure, corporate management, or arbitrary release dates. We make games we want to play, and we work on them until they are perfected and done.
Understatment of the fucking year.
Anyway, 3d Realms wants to hire level designer's to sit around their offices all day not making Duke Nukem Forever.
Job requirements:
Unreal / UnrealEd experience is a huge plus. You will need to learn our rendering, lighting and game play trigger systems, but placing brushes is similar.
Ability to construct level geometry, as well as texture and light it to reasonable aesthetic standards.
Ability to add game play, AI, scripted events.
Do all the above while maintaining frame rate and within technical constraints.
Technical knowledge and thinking. You will deal more with technology than you will with art.
You will not create art assets for your levels.
Ability to design missions, analyze what's fun about games and mold all that into an experience.
Prior game development experience with a first person shooter is a very strong plus, but not required. But we're working on an FPS, so it would be nice if you were a fan and knowledgeable of the genre.
This is a full-time position with relocation to Garland, Texas (suburb of Dallas), USA.
Benefits:
Competitive salary, based on skill and experience.
Signing bonuses available (into 5 figures based on experience).
All moving expenses paid.
Medical / Dental benefits.
You share in the profits of every dollar we make, on the games you ship, as long as you are employed here.
Small close-knit shop (25 people), and we focus all our efforts on one killer title at a time.
In business since 1987. Never had a loan. Never had layoff's. Multiple million selling titles leading to an extremely stable, and successful environment.
More info on the page
Hmm...
#27 posted by Kinn on 2004/06/24 10:32:40
I guess I need to have more maps under my belt before I start applying for level design jobs. The thing is though, in this day and age, would I be taken seriously if I'm still doing stuff for Quake 1?
I
#28 posted by . on 2004/06/24 10:40:25
highly doubt that. Would be cool though, but mapping tools, standards and requirements have evolved so far beyond Q1.
No
#29 posted by R.P.G. on 2004/06/24 10:49:14
No one cares about Q1 mapping anymore except us, and even if they did they probably wouldn't have a copy of Q1 sitting around to test your maps.
Although
#30 posted by R.P.G. on 2004/06/24 10:50:50
DaZ did manage to get hired not too long ago based solely on his Q1 maps. But maybe that's just saying something about the UK industry.
What I Meant Was
#31 posted by Kinn on 2004/06/24 10:54:45
Mapping for the Q1 engine, but not limiting myself to 1996/7 standards. AFAIK, the editor I am using to make Quake levels is also being used to create Half-Life 2.
But I do agree that after I finish my next map I should definately move on to a newer game.
Kinn,
#32 posted by HeadThump on 2004/06/24 12:37:30
If you can make a first rate (and I know you have it in you) shooter total conversion (meaning in this case the end user doesn't need Quake) using a modern varient of the Quake engine, I think it could only help your chances of getting employed, if that is your goal.
Or if that sounds like a LOT of work, other things you could do to impress them -- improve the AI and Physics and stream line that Spaghetti code we call QuakeC. Another idea, replace QuakeC altogether with a modern embedable language like Lua which is becoming a game industry standard. That'll impress them as well.
Personally, I like what I do to get buy; the livin' is easy and I meet the strangest people on the planet, but if I ever burn out of it, I could see persuing the Dream as well.
The Producer One Question Interview!
#33 posted by Maj on 2004/06/24 13:10:49
If someone applied for a design[1] position with a portfolio of quake maps rather than a more modern game like, say, UT2004... would that be a disadvantage?
* People are less likely to have Quake installed, so they're less likely to be arsed looking at the maps.
* But on the other hand you could make a nice cd that boots into quake[2], which is even better than having to shout round for a copy of UT.
* A quake map is not going to have the same impact (particularly graphically).
* But on the other hand, most design principles remain the same, and it shows you're not just a graphics whore.
* So it's swings and roundabouts, but a quake map certainly wouldn't disqualify you.
Personally, I'd play it safe and go with a more modern game and add some variety (e.g. ut and bf), but it's not a clear cut decision.
[1] Important! Not a level builder.
[2] http://raket.tty0.org/~jogi/
In Case You're A) Confused, Or B) RPG
#34 posted by Maj on 2004/06/24 13:23:49
I am a lowly gameplay coder, not a producer - but I do get to talk to them occasionally.
HeadThump
#35 posted by Kinn on 2004/06/24 13:26:18
Well, I'd consider anything if it means I have a shot at getting into the industry.
I don't really have the time to do a one-man TC, and besides, I'm no programmer (although I do have a rather solid grasp of QuakeC). I did make quite a few enhancements to the monster AI in Bastion - nothing really major, but most notably I made a "monsterguide" system which allows better route finding in combat situations.
I guess all I can do really is make my next level as good as I possibly can, and re-assess my situation then.
Jesus Christ
#36 posted by Maj on 2004/06/24 13:30:38
Ok, so I'm not very good at this talking thing. My apologies. For the people who are still confused:
1) I am not a producer.
2) I went and asked an (unnamed) producer the question that isn't in quote marks.
3) He rambled on for bloody ages, so I summarised his points in quote marks.
If you're still confused, try inserting nearby heavy objects into your skull.
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