Game Development Community

Employment Opportunities

by NA · in Jobs · 12/13/2002 (3:23 pm) · 15 replies

Good afternoon. The team I am heading up is currently working on a first person shooter utilizing new technology that will allow us to have an exciting adventure using characters of twenty to fourty thousand polygons as well as environments of up to ten million polygons. Currently we have several publishers interested, however, before any commitments are made all have asked to see a small playable demo in addition to cinematic trailer. We are currently looking for individuals to fulfill the following roles in hopes of finishing these demos up by the end of January 2003. Since we are working on the demo right now, the only payment option available is royalties/equities. All work can be utilized in a portfolio. If interested please contact me and we can further discuss the positions.

3D Animator/Modeler
1. 4 Years Experience in 3D Modeling/Animation
2. Solid knowledge of Maya.
3. Strong modeling, animation, and texturing ability.
4. 2 Years Industry Experience [Recommended]
5. Special emphasis in facial modeling and animation a plus.

Cinematic Artist
1. 4 Years Experience in 3D Modeling/Animation
2. Solid knowledge of Maya.
3. Working knowledge of the storyboarding process.
4. 2 Years Industry Experience [Recommended]
5. Special emphasis in facial modeling and animation a plus.
6. Special emphasis on fluid transitions and high polygon count a plus.

Concept Artist
1. 4 Years Experience in Concept Drawing
2. Solid knowledge of Photoshop.
3. Working knowledge of storyboarding.
4. 2 Years Industry Experience [Recommended]
5. Ability to draw a variety of concepts from vehicles to people.

Environmental Artist
1. 4 Years Experience Designing Levels
2. Solid knowledge of 3D Studio Max
3. Ability to design interesting levels.
4. 2 Years Industry Experience [Recommended]
5. Strong mapping skills.

Lead Artist
1. 6 Years Experience in 3D Modeling/Animation/Concept Art.
2. Solid knowledge of Maya.
3. Solid knowledge of Photoshop.
4. Solid knowledge of 3D Studio Max.
5. 4 Years Industry Experience
6. Working knowledge of storyboarding.
7. Ability to draw a variety of concepts from vehicles to people.
8. Strong modeling, animation, and texturing ability.
9. Strong Management Skills.

Programmer [AI/Back-End/Network]
1. 8 Years Experience in Programming.
2. Solid knowledge of C++.
3. Solid knowledge of DirectX.
4. Solid knowledge of OpenGL.
5. Solid knowledge of Direct3D.
6. 4 Years Industry Experience [Recommended]
7. Ability to create realistic reactions/actions [AI Programmer]
8. Ability to create new features for engine [Back-End Programmer]
9. Ability to create smooth running net play [Network Programmer]

mhughes@13gaming.com
13th Floor Gaming
408-460-1043

About the author


#1
12/13/2002 (4:43 pm)
Pretty steap req's for the programing slot. Not sure if many 8 year programers with 4 years of exp (with published games) are availble here in the idie scene.
#2
12/14/2002 (9:23 am)
Requirements for the artists are pretty steep for indies too. If you haven't already you should probably post this up at the cgtalk website. There are some artists there who are unbelievable.

Alc
#3
12/24/2002 (3:22 pm)
Indeed that's pretty demanding. In the game company I work for, the 18 employees are on average 26 years old, with 4 years of industry background.

That includes the last 3 years, and during these years we shipped 2 PC full price games in europe that sold overs 100 000 units each. So you need that much experience to make a good product?

Never saw an ad that stated 8 years in coding required...
#4
12/24/2002 (7:32 pm)
I've never seen an ad that requested 8 years of coding experience even in non-gaming, unless they were hiring for a manegerial position.
#5
12/24/2002 (10:23 pm)
All programming new-hires I interview are required to have at least 6 years of programming experience at my company. It takes quite a bit of seasoning to progress from thinking you can handle any issue that comes your way, to actually being able to. We don't run a baby-sitting business.

To make things even more 'extreme', our high-risk projects - where lives can be jeopardized by systems that fail, we require at least 10 years experience just to be considered for a seat on the project. Our clients expect it.


Mind you, these are not game development projects either...
#6
12/25/2002 (1:29 am)
With requirements like that, I'd be planning for a 2005 demo.

No consumer card can push that many poly's. So if your going to demo as such, youre going to be waiting for the hardware to get faster.

And no amount of "technology" is going to be able to push 40k poly's per character AND ten million poly's per level AT THE SAME TIME :))

Ok, one char and a teeny room maybe. Hardly a game-demo.

Currently we're looking at REALLY high end stuff pushing 400-500k poly's a frame, so your budget for that is blown with 10 characters, WITHOUT skinning.

I'd be quite well prepared to eat my kangeroo skin hat if you actually get to release a demo in 2003 with these requirements that runs at 60fps.

Phil.
#7
12/25/2002 (5:41 am)
Dang ! You have a kangaroo-skin hat ? I want one ...
#8
12/25/2002 (6:26 am)
"Of course, the Military was called in.
Their budgets had been quadrupled long ago, so they were prepared with the latest and smartest death technology."

oh man, wish I had the latest and smartest death technology (hehehe). jk

story looks interesting, but honestly it seems a little generic, I think you should spice it up a bit. As for your specs, I think Phil summed that up pretty well (and I thought 3k for a character was on the high side). I wish you luck trying to find people who are THAT experienced and want to work for free. One question though, whats your thing with Maya? Why cant artists use MAX but mappers can? Oh well, it would be cool if you can pull this off, but I suggest you lower your standards.
#9
12/25/2002 (6:28 am)
How can you render more poly's than there are pixels on the screen???? Are these numbers random?
#10
12/25/2002 (9:56 am)
If you want impressive looking there is no need to have gazillion number of polygons. This is what High Level Shading Lanaguages are for, to get the same results with lower poly count. Even the man when it comes to graphics knows this as he is the one who said he didnt want graphics cards that can do more polies... just better shaders. To be honest this post seems quite of a joke. Someone with 8 years experience wouldnt waste their time trying something as ludacris as this. I'm not trying to be mean or anything but its the truth... that is way to many polygons...hell, thats too many polygons for an nvidia Geforce FX demo.
#11
01/07/2003 (1:42 am)
I don't think 8 year programming isn't unreasonable. Maybe he means just programming in general if that's the case then 8 years is ok. I've been wanting to make computer games since i was 10, it's only now at the age of 22 that i've gained enough coding experience to pull it off.
#12
01/07/2003 (6:37 am)
Devon, 'X years of programming experience' is generally understood to refer to X years of professional experience. That is, someone's been paying you to program for X years.

If hobbyist coding counts, people usually say so explicitly.
#13
02/01/2003 (1:02 pm)
Maybe the up-to-ten-million-polygons is the total amount that would be in the level rather than the total visible and drawn at any one time.

The trick is to copy-paste your programming excercises from when you were about 14 into your first commercial project. Then when you're 22, bingo. ;p
#14
04/24/2003 (3:19 am)
I am looking for platform programmers (XBox, GameCube) if is there any one intrested to work in UK. Please forward your CV/Resume to akaya@npuk.com
#15
04/24/2003 (3:26 am)
Ali, your probably gonna want to look somewhere else, we pretty much deal with PCs here (with an emphasis on torque)... I doubt you'll find someone with console experience around here