Home Royalties or Post-Launch Compensation Work

[ROYALTIES] Shades of black – TPS – UE4 – Multiple positions

Roland
polycounter lvl 3
Offline / Send Message
Roland polycounter lvl 3
Shades of black

Hi, everyone

Shades of black is a third person shooter with RPG/adventure elements in a pseudo noire styled world. The game makes emphasis on fluent and stylish gunplay, unique immersive atmosphere and mature storytelling. Please watch the game’s presentation video here:

Shades of black presentation video

Currently the project is in the prototyping stage and we’re looking for candidates to fulfill these positions:

Environment artist:

Previous experience of creating game assets for production (preferrably have previously worked on AAA title)

Technical knowledge:

Should have experience working with one of the following software:
3dsmax, Zbrush, Photoshop and Unreal Engine 4 (preferably), maya, modo, blender, Quixel suite, Substance designer, etc.

Solid understanding of PBR technology and ability to make high-quality textures.
General artistic fundamentals: composition and design, color, form, perspective, etc.

Should be willing to produce complex detailed next gen environment from a rough sketch. Should be proactive and develop visual details himself.

Understanding of a level design process and able to design and create modular environment assets, understanding of different architectural styles and basic architecture design principles (arranging and order buildings and props in a natural way, working with volumes and shapes composition, understanding how the light affects volume, etc.)

Skills:
-Solid hard surface modeling skills
-Solid texturing skills
-Understanding of technical engine limitations and assets related technical stuff (LODs, physics proxy, destroyable objects mesh preparation, etc.)
-Zbrush sculpting skills
Should be willing to take critics.

Character artist:

Previous experience of creating characters for production (preferrably have previously worked on AAA title).

Technical knowledge:

Should have experience working with one of the following software:
3dsmax, Zbrush, Photoshop and Unreal Engine 4 (preferably), maya, modo, blender, Quixel suite, Substance designer, marvelous designer, etc.
Solid understanding of PBR technology and ability to make high-quality textures.
General artistic fundamentals: composition and design, color, form, perspective, etc. Solid knowledge of anatomy and fabric creation principles
Should be willing to produce complex next gen quality characters from a rough sketch or photo reference. Understanding animation basics and rigging, should be able to design and adopt character mesh to a specific rig

Skills:
-Solid Zbrush sculpting and organic modeling skills
-Solid texturing skills
-Understanding of technical engine limitations and assets related technical stuff (LODs, physics proxy, etc.)
Should be willing to take critics.

Animator:

Previous experience of making character animations (creating character animations specificaly for games is a plus)
Weapons animation experience

Skills:
-Strong knowledge of animation fundamentals (classic animation fundamentals is a plus)
-Understanding of human body kinematics.
-Ability to create hand made realistic human body animations
-Experience of working with third person arms and weapon animations
-Knowledge of 3dsmax (preferrably) or any other animation software
-Experience of working with Unreal Engine 4 is a plus

Payment: currently the game is in a prototyping stage and we’re seeking for investors. Full scale production will be started as soon as the funding will be acquired. In case of no funding untill the end of prototyping stage the game will be broke down to episodes and Kickstarter campaign will be launched to fund the first one. All team members will then get paid for the work done and hired as a full time employee to form a studio

Please send your resumes and questions to rainfarer@gmail.com

Replies

Sign In or Register to comment.