Established Series Requies Team Members
by Rob Sandbach · in Jobs · 05/17/2006 (6:31 am) · 0 replies
Hi there,
Company Background
I'm writing on behalf of a non-commercial project I have been a part of for sometime now. The Third Reich is an established game series which began in 1999 as a modification on the unreal tournament engine. Here it established minor success, with (then) innovative gameplay ideas such as ironsites, bleeding and incapacitation. It developed a community following, which continues to this date. In October 2004 we decided to start work on the sequal on the Torque platform:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6523
Since then we have been working on core engine changes, adapting the torque toolset to our needs. This has culminated in the release of DRL from our very own Alex Scarborough, as well as the adoption of the Torque Modernization Kit, which brings modern shader like features to the TGE. Coding wise, we are working on some bleeding edge technologies, such as an advanced shapere plication system capable of producing massive quantities of 3d models with immense LoD scaling systems. When the project switches to TSE development, shortly after IGC 2006, the fruits of this work should become apparant.
The Third Reich will be a non commercial release, for the Torque Shader Engine. We will be featuring a gameplay prototype at IGC 2006, based on the TGE. Our team currently consists of 2 engine coders, 3 3d artists, 1 2d artist, a Level Designer, and a Public Relations Manager.
Recruitment
We are looking to hire people who can commit time to our project over the coming summer to help prepare our prototype build. You will be working with a highly skilled team who are just entering the early stages of content creation. You will have a chance to shape our game and input on what we hope will be a sucessful indie games development.
TorqueScript Scriptor (Intermediate)
Our primary requirement at the moment is a dedicated torque scriptor. You will be responsible for developing the primary game modes, as detailed through online discussion and document reference. You will be in close contact with the 2 engine coders to help implement a tight C++/scripting interface. This position is ideal for someone who wants to expand their torquescript experience, and lend us a hand in deloping an exciting new project. If you believe you are proficient enough in torquescript to implement basic game modes efficiently and securely, then please drop us a line!! You will be contributing to one of the most technologically innovative teams around!
2D Texture Artists/3D modellers
Due to the level of detail we are aiming for in our IGC 2006 build, we require additional help with our content development! All of our models use 1024x1024 textures, as well as normal, relief, specular and parralex mapping techniques. We are looking for confident and able artists to help populate our maps with high quality art content.
As we are a voluntary project, we are relaxed and not concerned with strict deadlines or milestones, just a genuine commitment to forward the project. All team members have "real life" commitments and no pressure is applied to work harder.
Thank you for your time in reading this request. If you have any questions or concerns, please do not hesitate to contact me at robsandbach@urban-games.net. This address is also my MSN address. I can also be found through my AOL screename UGRob.
Example of 3D Modelling
Inhouse engine rendering technology
A very much work in progress shot of a DIF.
Company Background
I'm writing on behalf of a non-commercial project I have been a part of for sometime now. The Third Reich is an established game series which began in 1999 as a modification on the unreal tournament engine. Here it established minor success, with (then) innovative gameplay ideas such as ironsites, bleeding and incapacitation. It developed a community following, which continues to this date. In October 2004 we decided to start work on the sequal on the Torque platform:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6523
Since then we have been working on core engine changes, adapting the torque toolset to our needs. This has culminated in the release of DRL from our very own Alex Scarborough, as well as the adoption of the Torque Modernization Kit, which brings modern shader like features to the TGE. Coding wise, we are working on some bleeding edge technologies, such as an advanced shapere plication system capable of producing massive quantities of 3d models with immense LoD scaling systems. When the project switches to TSE development, shortly after IGC 2006, the fruits of this work should become apparant.
The Third Reich will be a non commercial release, for the Torque Shader Engine. We will be featuring a gameplay prototype at IGC 2006, based on the TGE. Our team currently consists of 2 engine coders, 3 3d artists, 1 2d artist, a Level Designer, and a Public Relations Manager.
Recruitment
We are looking to hire people who can commit time to our project over the coming summer to help prepare our prototype build. You will be working with a highly skilled team who are just entering the early stages of content creation. You will have a chance to shape our game and input on what we hope will be a sucessful indie games development.
TorqueScript Scriptor (Intermediate)
Our primary requirement at the moment is a dedicated torque scriptor. You will be responsible for developing the primary game modes, as detailed through online discussion and document reference. You will be in close contact with the 2 engine coders to help implement a tight C++/scripting interface. This position is ideal for someone who wants to expand their torquescript experience, and lend us a hand in deloping an exciting new project. If you believe you are proficient enough in torquescript to implement basic game modes efficiently and securely, then please drop us a line!! You will be contributing to one of the most technologically innovative teams around!
2D Texture Artists/3D modellers
Due to the level of detail we are aiming for in our IGC 2006 build, we require additional help with our content development! All of our models use 1024x1024 textures, as well as normal, relief, specular and parralex mapping techniques. We are looking for confident and able artists to help populate our maps with high quality art content.
As we are a voluntary project, we are relaxed and not concerned with strict deadlines or milestones, just a genuine commitment to forward the project. All team members have "real life" commitments and no pressure is applied to work harder.
Thank you for your time in reading this request. If you have any questions or concerns, please do not hesitate to contact me at robsandbach@urban-games.net. This address is also my MSN address. I can also be found through my AOL screename UGRob.
Example of 3D Modelling
Inhouse engine rendering technology
A very much work in progress shot of a DIF.