Human Head Scripter Position Available
#371 posted by Zwiffle on 2011/01/08 01:53:47
Mainly a psuedo-programming/level design cross over job, would involve constructing missions mainly.
* Knowledge of pacing
* Building variety and interesting situations using the systems we have
* Identifying new, economical systems that would give bang for buck
* Knowledge of shooter combat scripting
* Prolific creativity for creating mission content
* Creative sensibility: an eye for visuals, an ear for voice acting and sounds
Question
#372 posted by ijed on 2011/01/08 14:32:15
What software helps / required / to expect etc.
Lua, Max, Photoshop, in house etc.
I'm not applying like :)
I Was Wondering..
#373 posted by m.delore on 2011/01/13 01:13:57
..if different country is a problem,
I mean one should reside where the SoftwareHouse is ?
Or online collaboration is enough ?
ThAnKs
Please Let Me Know..
#374 posted by m.delore on 2011/01/17 01:59:43
.. cause it's something I've always wanted to know!
If someone from another country get hired from a software house is it required to transfer to its town ??
I Would Say..
#375 posted by JPL on 2011/01/17 09:50:35
.. generally yes. As soon as you have to work with a dev team, being on-site is a better than being in remote
Now I can't tell for gaming companies (as I am not working for gaming market), but I know that it is extremely hard to convince you'll be efficient working in remote at home.. though.. it depends on the company habits, your profile, etc...
Yeah
#376 posted by DaZ on 2011/01/17 13:18:06
99% of jobs will require you to move, the possible exceptions would be if say Valve software contracted you to make a map for Team Fortress 2, as you can quite easily do that from home by yourself.
Most companies will offer a relocation service and throw some cash at you to help out.
It Seems Like It's Becoming *slightly* More Possible...
#377 posted by pjw on 2011/01/18 04:12:01
...to find a work-from-home/remote dev job these days, especially with smaller studios, but it's still a long shot. There are communication advantages gained by real-life, face-to-face contact that are still very difficult to match via email, IM, vid-conference, and so on.
I think remote work will keep becoming more common, but it will be a while yet before it's significant.
#378 posted by ShadoW on 2011/01/18 07:43:33
Actually I'm doing remote work from time to time - belive me it's just small part of the market. If you really want to work in game industry, you have to be ready to move out.
Remote Working FTW
#379 posted by mwh on 2011/01/20 10:34:05
Been doing it for eh, 6 years or so now. But not in gaming, at all. It has its ups and downs.
OK Thanks Ya All
#380 posted by m.delore on 2011/01/21 04:18:49
Here in Italy gaming industry is practically non-existent.. that's why I was wondering that !
..everybody's Dead ?
#381 posted by Delor3 on 2011/02/06 00:40:51
this nice thread is so underestimated..
Looking For Mappers, Modellers And Coders
#382 posted by ChrisCtan on 2011/02/16 22:06:11
Hello there,
I am trying to get a team together to make an all-new mission pack for Quake. Me and a friend are busy working on a massive Textures WAD, as well as a new soundtrack.
The idea is to give Quake1 a massive boost and a huge mission-pack to reinvigorate the community as well as produce a more "extreme" lovecraftian element that hasnt really gone as far as it could go yet.
Ideally we are looking for :
* 5 or more mappers, the more the better since we are hoping for a good 15-19 levels.
* programmers/modellers to make 6 new monsters:
Cthonians, Shoggoths, Mi-Go, Pipers of Azathoth, Spawn of Yog-Sothoth and Yithians.
3 new bosses : Nyarlathotep, large Spawn of Yog and a 3rd lovecraftian boss.
If you are interested and have the time, please do contact me at cyberwarfarerecords@yahoo.co.uk
I know the project is a long-shot and I'm not really expecting any replies or it to happen at all, but cant hurt to try.
Good Luck
#383 posted by ijed on 2011/02/17 14:34:01
We're doing something similar called ReMakeQuake, but with a focus on Quake as opposed to Lovecraft. I'd say Quake is 50% Lovecraft and 50% Doom with some medieval thrown in.
Gb has a blog on the project here: http://kneedeepinthedoomed.wordpress.com/
We use Assembla for hosting an SVN repository and discussing things via a Trac tickets system. If you want advice on how to get started up then send me an email - its in my func_ profile.
A warning though - getting committed people is extremely difficult, and don't expect it to be finished in anything approaching a sane timescale.
#384 posted by Trinca on 2011/02/17 16:35:34
join remake team is much easy then start a new and probably impossible thing...
Yeah, although always the potential for a collision of design goals/ideals. Though in a community this small you might think that would be less likely (probably isn't though :p )
#386 posted by ChrisCtan on 2011/02/17 21:04:25
Well, the idea is it will be like the equivilent of a mission 3 or 4 depending if you count abyss of pandemonium - and will "finish" the quake1 story. We decided the further the ranger goes into Quakes dimensions, the more lovecraftian and otherworldly they become - until he reaches a boss that is trying to awaken Azathoth. Hell, we want this so much - we are even considering paying those that would like to be involved.
It's Cool That You Have Lots Of Ideas, But...
#387 posted by grahf on 2011/02/17 22:46:21
Many mappers are hesitant to join mod projects as they have work of their own going on. Furthermore they don't want to be in the situation of pouring a lot of time and energy into something that is never finished. I'm sure you would feel the same way.
I think you'd get a lot more interest if you had something concrete already accomplished to show people - monster art, a design doc, some quakeC code.
This is a pretty small community nowadays and there are more ideas floating around than talent to manifest them - what skills can you, ChrisCtan, offer this project, beyond some epic ideas?
Are you familiar with the Nehahra project? It's one of the few finished singleplayer mods on the scale that you are envisioning. Mindcrime, the creator and founder, did a massive amount his own work - sound, cutscenes, monster models, code - and presented that in a working beta form to the community. What he had created on his own was already amazing. As a result pretty much all the best mappers from 11 years ago were eager to join his project. An accomplishment on that scale has not really been seen before or since.
BTW I *love* new texture sets to play with - interested to see what you're brewing in that regard.
Hm
#388 posted by ijed on 2011/02/18 02:57:34
Even if you have a lot of stuff, it has to be things that your potential team like. Not 'that's nice' but work they want to be part of and expand on.
Everyone's got their own methods and leading from the front is usually a sure fire one, until you work with larger teams.
I love reading the devkits from modders. The one for Nehahra and the one that may still exist somehow for Lazarus Q2 especially. They show what can be achieved by small, determined teams - even those that become big.
Patience, and humility (make it for yourselves) are key.
What Ijed Said.
#389 posted by grahf on 2011/02/18 03:21:35
This man speaks wise words.
I don't mean to imply that you have to be a polymath nutter like Mindcrime to get a mod finished.
How True !
#390 posted by D3LOR on 2011/02/18 03:47:57
BEST MAPPER SKILL IS THE ABILITY TO GET A MOD FINISHED!
Me have decided not to present my mod until I got a large portion of it ready to show
#391 posted by ChrisCtan on 2011/02/18 11:17:32
Thanks a lot for the honest words and advice, much appreciated. Certainly much to think of in regards to the project and how to go about it best. I think ill sit on things and start a proper development document and finish the things I started in the mean time.
As for the textures - I decided to upload the incomplete WAD here anyway if anyone is interested :
http://www.mediafire.com/?gpaqe20apxx3vim
you'll find all sorts from tentacled skies, ground with eyes growing out of it and walls with mouths to cthulhu heads and elder-signs!
For Americans!
#392 posted by Trinca on 2011/03/25 20:58:40
Portal_Gun | Slip-Gate-Gun | Qortal
#393 posted by Kyle \'Halm_Barte\' Brett on 2011/10/30 21:45:23
See: http://www.moddb.com/members/halm-barte
And: http://www.moddb.com/mods/quake-portal-gun
To see the mod I'm helping to map for; its on Quake1 and does a lot to emulate ...well I think you can guess.
I'll be making a BIG prefab-mixed-bag .rmf file so I'll just be a case of coming up with an idea for a portalesqe test-chamber-thingy and slapping the pre-built parts together.
Contact either me or R.Siska at moddb.com to GET INVOLVED TODAY!
Zwiffle
#394 posted by negke on 2011/11/03 15:16:14
Go for it!
OpenKatana In Need Of Mappers
#395 posted by hogsy on 2012/04/16 14:29:21
Currently looking for someone familiar with creating both singleplayer and multiplayer maps for Quake but is capable of working with unfinished tech and also capable of providing reasonable/helpful feedback on tools, engine and documentation.
An understanding of C would be a plus but is not a requirement.
http://www.moddb.com/members/hogsy/images/openkatana561#imagebox
http://www.moddb.com/members/hogsy/images/openkatana564#imagebox
http://www.moddb.com/members/hogsy/images/openkatana562#imagebox
If you're interested then please feel free to contact me providing some examples of past work and some information on your computer specifications would also be helpful ;)
hogsy@oldtimes-software.com
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