FPS looking for Shader artist to pimp our rendering
category: offtopic [glöplog]
Elseware Entertainment Inc
Elseware entertainment is at the moment working on 2 titles :
-Warcry : lords of war, a sci-fi RTS and Warcry : extermination, a large scale first person shooter.
Warcry : extermination
Warcry exterminatuion is a sci-fi (SP and MP) FPS based on warcry: lords of war universe.
Brief description:
The game will be presented to the player as if it’s a virtual reality combat simulator produced by the Protectorate of Man, one of the major factions in the Warcry universe. The game will be full of over the top propaganda, of the kind seen in movies such as Starship Troopers, for example.
In gameplay terms the focus will be on the cooperative multiplayer experience, in which the players have to defend themselves against hundreds of vicious enemies in a series of short (10 to 20 minutes long), fast-paced levels.
In the works since 5 months, here is a list of features implemented:
- 3game modes on 4 working in single player mode
- Damage localisation system
- 3 ennemies in game
- Main menu allow you to choose your game mod then your map (only those corresponding to the game mod are displayed)
- attack animation randomizer for ennemies
- death sounds randomizer
- checkpoint system
- radar allowing you to display several elements, such as artefact for artefact research mod, or friends in multiplayer.
- sprint using shift key for the main character
- grenades
- Implementaton of differents decals/particle effects depeding on the ground texture hit by the bullets
- different footsteps sounds depending on the ground layer
- ability to activate/desactivate water plane depending on where player is on the map in order to improve performance
- recoil and dispersion of the weapons fully tweakable in ressource editor.
- Stats system: best score on each map, top 10 etc...
- blood particle effect on ennemies + ground when a ennemy is hit.
- unique sounds/decals/particules on hit on a per mesh basis
- ability to lock certain part of the level
What's left:
- screen sway effect when running
- implementation of survival mode
- Spawn ennemies in a certain radius around the player
- Implement the character's arms and a weapon. (need the weapon model!)
- implement iron sight
- creation and implementation of new ennemies
- creation and implementation of new levels.
- creation and implementation of a new GUI and HUD
- implementation of multiplayer
- Implementation of online stats.
Target aim: Commercial
Compensation: Portfolio building, Revenue share depending on the amount of work done.
Technology: NeoAxis Engine commercial SDK
Talent needed:
Elseware Entertainment is always looking for serious, talented, motivated and passionate individuals! If you can see yourself as part of this team and believe you qualify, don't hesitate to get in touch no matter your specialization.
Currently we are mainly on a look out for:
HLSL/Cg programmer
Required Skills:
Experience in CG/HLSL programming and examples of your past work.
Tasks include:
- Development of DirectX 9 shaders
- Implementation of various shaders in the NeoAxis engine
- Development of a customizable noise shader
- Development of a customizable contrast tweaking shader
- Development of a depth of field shader
Weapon modeler
Required Skills:
-Mastering the next gen workflow.
-Examples of your past work
Character artist
Required Skills:
Mastering the next gen workflow.
Examples of your past work
B]Environment artist/level designer[/B]
Required Skills:
-Mastering the next gen workflow.
-Examples of your past work
Team structure:
• Brandon Flowers: Creative Designer, Creator of Project Warcry
• Vincent Cabanas : Project leader on Warcry: extermination, 3D modeler
• Juri : Lead 3D artist
• Raphael: 3D artist
• Prez: Concept artist
• Christian Schwager : Concept artist
• Roland : Sound designer
• Nicolas: programmer
• Jerome: Programmer
• Maestrorage : Composer
________________________________________
Website: Warcry : lords of war website Elseware Entertainment
Forum: Elseware Entertainment :: Project Warcry • Index page
Warcry : lords of war Moddb page: Project: Warcry PC game - Mod DB
________________________________________
Contact:
jobs [-AT-] projectwarcry.com
________________________________________
Previous Work by Team:
Our team consists of industry professionals as well as serious, mature and talented people from the indie game development community
________________________________________
Additional Info:
WHY JOIN US
* The project is in a mature phase of the development
* The project is using a powerful commercial engine - Neoaxis. It is a game engine framework build on the award winning open source rendering engine Ogre3D.
* The team consists of industry professionals as well as people with vast indie development experience. The objectives are very reasonable and our asset, progress is a solid proof of this.
* The project is held stable and active at all times by SEVERAL industry and vastly indie experienced core members.
* BUDGET. We have invested into this project, members, contractors etc from our own pockets! This is something an average project promising mountains of gold would think twice before doing.
[B]
Here is some art from both our FPS and our RTS:
Some images demonstrating various art aspects of the games(design, concept, 3d, low poly, cinematic, in game).
Elseware entertainment is at the moment working on 2 titles :
-Warcry : lords of war, a sci-fi RTS and Warcry : extermination, a large scale first person shooter.
Warcry : extermination
Warcry exterminatuion is a sci-fi (SP and MP) FPS based on warcry: lords of war universe.
Brief description:
The game will be presented to the player as if it’s a virtual reality combat simulator produced by the Protectorate of Man, one of the major factions in the Warcry universe. The game will be full of over the top propaganda, of the kind seen in movies such as Starship Troopers, for example.
In gameplay terms the focus will be on the cooperative multiplayer experience, in which the players have to defend themselves against hundreds of vicious enemies in a series of short (10 to 20 minutes long), fast-paced levels.
In the works since 5 months, here is a list of features implemented:
- 3game modes on 4 working in single player mode
- Damage localisation system
- 3 ennemies in game
- Main menu allow you to choose your game mod then your map (only those corresponding to the game mod are displayed)
- attack animation randomizer for ennemies
- death sounds randomizer
- checkpoint system
- radar allowing you to display several elements, such as artefact for artefact research mod, or friends in multiplayer.
- sprint using shift key for the main character
- grenades
- Implementaton of differents decals/particle effects depeding on the ground texture hit by the bullets
- different footsteps sounds depending on the ground layer
- ability to activate/desactivate water plane depending on where player is on the map in order to improve performance
- recoil and dispersion of the weapons fully tweakable in ressource editor.
- Stats system: best score on each map, top 10 etc...
- blood particle effect on ennemies + ground when a ennemy is hit.
- unique sounds/decals/particules on hit on a per mesh basis
- ability to lock certain part of the level
What's left:
- screen sway effect when running
- implementation of survival mode
- Spawn ennemies in a certain radius around the player
- Implement the character's arms and a weapon. (need the weapon model!)
- implement iron sight
- creation and implementation of new ennemies
- creation and implementation of new levels.
- creation and implementation of a new GUI and HUD
- implementation of multiplayer
- Implementation of online stats.
Target aim: Commercial
Compensation: Portfolio building, Revenue share depending on the amount of work done.
Technology: NeoAxis Engine commercial SDK
Talent needed:
Elseware Entertainment is always looking for serious, talented, motivated and passionate individuals! If you can see yourself as part of this team and believe you qualify, don't hesitate to get in touch no matter your specialization.
Currently we are mainly on a look out for:
HLSL/Cg programmer
Required Skills:
Experience in CG/HLSL programming and examples of your past work.
Tasks include:
- Development of DirectX 9 shaders
- Implementation of various shaders in the NeoAxis engine
- Development of a customizable noise shader
- Development of a customizable contrast tweaking shader
- Development of a depth of field shader
Weapon modeler
Required Skills:
-Mastering the next gen workflow.
-Examples of your past work
Character artist
Required Skills:
Mastering the next gen workflow.
Examples of your past work
B]Environment artist/level designer[/B]
Required Skills:
-Mastering the next gen workflow.
-Examples of your past work
Team structure:
• Brandon Flowers: Creative Designer, Creator of Project Warcry
• Vincent Cabanas : Project leader on Warcry: extermination, 3D modeler
• Juri : Lead 3D artist
• Raphael: 3D artist
• Prez: Concept artist
• Christian Schwager : Concept artist
• Roland : Sound designer
• Nicolas: programmer
• Jerome: Programmer
• Maestrorage : Composer
________________________________________
Website: Warcry : lords of war website Elseware Entertainment
Forum: Elseware Entertainment :: Project Warcry • Index page
Warcry : lords of war Moddb page: Project: Warcry PC game - Mod DB
________________________________________
Contact:
jobs [-AT-] projectwarcry.com
________________________________________
Previous Work by Team:
Our team consists of industry professionals as well as serious, mature and talented people from the indie game development community
________________________________________
Additional Info:
WHY JOIN US
* The project is in a mature phase of the development
* The project is using a powerful commercial engine - Neoaxis. It is a game engine framework build on the award winning open source rendering engine Ogre3D.
* The team consists of industry professionals as well as people with vast indie development experience. The objectives are very reasonable and our asset, progress is a solid proof of this.
* The project is held stable and active at all times by SEVERAL industry and vastly indie experienced core members.
* BUDGET. We have invested into this project, members, contractors etc from our own pockets! This is something an average project promising mountains of gold would think twice before doing.
[B]
Here is some art from both our FPS and our RTS:
Some images demonstrating various art aspects of the games(design, concept, 3d, low poly, cinematic, in game).
This looks great.
Quote:
WHY JOIN US
(...)
* BUDGET.
oh nice..
Quote:
Compensation: Portfolio building, Revenue share depending on the amount of work done.
you mean, as in, NO FUCKING BUDGET WHATSOEVER?
Quote:
Previous Work by Team:
Our team consists of industry professionals as well as serious, mature and talented people from the indie game development community
and with that awesome team, you come up with this...
...?!?!
It wouldn't be so bad if it wasn't so gray.
this is why we have http://scene.org/jobs.php btw.
That's not so bad, is it? He said the shaders need pimping.
the opportunity to work your arse off for the 1% chance to make *some* profit?
It read well up to the point of BENEFITS:
would be interesting on, say, about, 40kE / year. That would be about right I think.
It read well up to the point of BENEFITS:
would be interesting on, say, about, 40kE / year. That would be about right I think.
hey... after looking at this very amateurish description (format and spelling wise) and the first weapon models - i was rather surprised by your good artwork.
good luck with your project!
good luck with your project!
The out-of-engine shots look pretty good. They also look a lot like Crysis and Starship Troopers.
The artworks look promising.
A good shader artist and a better lighting than the one on your landscape screenshots should do the job :)
Good luck.
A good shader artist and a better lighting than the one on your landscape screenshots should do the job :)
Good luck.
Lets put it this way - the Yerli brothers started WAY worse when they annoyed the fuck out of everyone at Mekka&Symposium to make them join the best game company EVAR that didnt exist yet. Stuff like that can work out :)
just like winning a billion euro with a 50ct lottery ticket can work out \o/
gloom: you mean starship troopers the game? you've played that game ??
Navis: not a lot, but yes, I did play it for a bit. Complete crap of course, but entertaining... sort of. The movie rules though. :)
i think its just a matter of a good mixture of dof, proper lighting, subtle grass shadows and not fucking up with fog and your static skydome.
i spent 10 minutes in photoshop to fake this (lame coder photoshop workarounds... but well)
thats my idea on how i would improve this.... basically
i spent 10 minutes in photoshop to fake this (lame coder photoshop workarounds... but well)
thats my idea on how i would improve this.... basically
huh, interesting. You are the first person I've heard that has played this game. I kind of did some work for that game and... well, I won't share the story in public.
the screenshots also reminded me of starship troopers, as well as the description of "fast action, lots of enemies, small stages".
oh and sorry about the delay from amusic, i quizzed him and he says he'll do it asap. He is in some sort of panic at work.. :-/
the screenshots also reminded me of starship troopers, as well as the description of "fast action, lots of enemies, small stages".
oh and sorry about the delay from amusic, i quizzed him and he says he'll do it asap. He is in some sort of panic at work.. :-/
Navis: when the game came out I had to try it, given that I dug the movie so much. I think I stuck with it for a week or something before I tired of it.
"Required Skills:
Mastering the next gen workflow."
So, OOP?
Mastering the next gen workflow."
So, OOP?
pro: fix the scene before the colour balance. These huge rocks look worn away by time but throughout history not one chunk of them fell off? Rubble and boulders littered around would add variety and give a better sense of scale.
Add some wear to the path to explain why the grass doesn't grow there.
Some dandelion heads floating around and a few weeds would add a bit of movement and some colour and show it's calm.
That sort of crap. All are pretty simple.
Add some wear to the path to explain why the grass doesn't grow there.
Some dandelion heads floating around and a few weeds would add a bit of movement and some colour and show it's calm.
That sort of crap. All are pretty simple.
nice hints! i think that would improve the scene... :)
but you get the point... what i was missing is the detail. the original just looks too diffuse here. but at least with some simple postprocessing it can look better.
so yeah, more detail in the scene, textures and geometry wouldn't hurt either.
but you get the point... what i was missing is the detail. the original just looks too diffuse here. but at least with some simple postprocessing it can look better.
so yeah, more detail in the scene, textures and geometry wouldn't hurt either.
Thanks for your time and replies. Excuse me, but I posted all level setting screenshots.
Also, if the map looks empty, it's just because you will have 80-100 ennemies on screen at the same time. You obviously need some space for them.
Please tell me if it looks better know, or worse? (sorry, crappy default engine gun here)
Also, if the map looks empty, it's just because you will have 80-100 ennemies on screen at the same time. You obviously need some space for them.
Please tell me if it looks better know, or worse? (sorry, crappy default engine gun here)
RuLZ: also try to have your distance fog and your sky match (colorwise), it will improve things a lot ;)
this is my contribution to how i would want it to look like. photoshop (tm). 10 mins.
a littlebit more darker and mystic.
maybe it would be better with a littlebit more saturation.
a littlebit more darker and mystic.
maybe it would be better with a littlebit more saturation.
lesser saturation even.
the boulders and mountains in the horison should be darker imho. atleast in your original picture. the fog or ambience effects are a little too bright in the original pic.