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  1. #1
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    Big Grin The Clockwork Revolution By TriumVerityGames - Positions Open!

    Guess who’s back? We never really left though.

    You know who we are: Triumverity Games.

    But do you really know who we are?

    Well you are about to learn about us, what we are doing, what makes us so damn special, and what we want from you?

    Yes you, the one that is reading this. Don’t bother looking around, trust me, we want you and your talent.

    First off, we are Triumverity Games, and we are seeking the best and brightest from all corners of the world to come on board and help us complete out first title The Clockwork Revolution. This is a great chance to pool your talent with others and work on a project that is almost worldwide.

    I mean literally worldwide. We have talent across three separate continents, and more are on the way.

    Project Details

    What Is The Clockwork Revolution?

    The Clockwork Revolution is a Steampunk themed Action RPG. Yes, you heard me right Steam punk. Picqued your interest? Good.

    TCR takes place in the fictional nation of Cognier. After two devastating wars, The Cognier government has oppressed its citizens and has resorted to using Mechanica (clockwork based automatons) to do the work of man. The disgruntled masses have formed the Unitas rebellion with the sole purpose of taking down the Cognier's and their machines in order to restore the balance.

    The story will follow the actions of the main character Jack Smith as he works towards accomplishing the rebellions goals. Jack must acquire weapons, assets, and recruits, while at the same time using guerilla tactics such as weakening critical Cognier facilities. Along the way Jack will discover the truth behind their power as well as find out the mystery behind his own personal torment.

    Gameplay

    Gameplay in TCR is determined and influenced by the decisions that you make, whether it is to help a criminal escape, or sacrifice the few to save the many. Everything you do has consequences, and those consequences affect the story. There is no simple morality system here. The things you do may help or hinder your progress. It is up to you to determine what course of action is best.
    Combat is a combination of third person shooter utilizing a cover system. The player can take a more aggressive stance and fight against enemies or take a more tactical approach using weapons, gadgets and environmental hazards.

    Game Modes

    Campaign Mode (Top Priority) - The campaign mode will have an exciting story line which that deals with the fictional history of Cognier the mess it is in. Along the way new allies and new enemies will reveal themselves and their motivations. Nothing is ever as it seems. As you further progress through the game, you discover more and more about what is going on around you while making it through to an exciting conclusion.

    Multiplayer (Mid/Low Priority) The multiplayer campaign allows you to battle your friends (8-12) in an arena utilizing several modified stages taken straight from the campaign. The combat will be based on a simplified version of the combat engine, to make it easy, while still allowing you to use the skills developed through the campaign mode to your advantage. The standard multiplayer modes include DM, TDM, CTF, and a few other hidden surprises.

    Training (Low Priority) - In this mode you will be able to test out all the weapons in the game, maps etc and you can train and find out what suits you best. There will be an option to add bots to help to train and there will be different challenges to find out what you can do. Weapons unlocked in the Campaign mode can be used here.

    KEY Features

    • Steam Punk setting
    o The game is set in a Steam punk/Industrial era. Common features of this era are steam, gear driven (clockwork) and the newly discovered mystery element known as HD.

    • Large variety of weapons.
    o We have a variety of different weapons estimated to about (14) ranging from pistols all the way up to HD powered lasers, all done with a steam punk flavor, setting them apart.

    • Story written by professional talent.
    o Speaks for itself. We have a professional published author on our side, dedicated to the project.

    • Powered by the Unreal Engine
    o You know what to expect if you are reading this. This project is powered by one of the most robust and flexible gaming engines on the market, which we will utilize to the fullest.

    • Huge Interactive Levels
    o Levels that aren’t just set pieces, places to hide or eye candy, but places to take cover, or even use against the enemy. Levels that are as cool to look at as they are to battle in.

    • Combinable Gadgets and Chems for Offensive and Defense
    o Use and deploy chems and gadgets to augment your strengths or boost your defenses. Combine certain ones for a more potent effect.

    • Real-time Choices.
    o Choices that are responses to actions not just words.

    • Eclectic cast of characters.
    o From thieves to chemist, each character has their own motivations for helping the rebellion, and provide more backstory to an interesting and exciting world.

    • Work with a secondary character
    o A squad mate to provide back-up as well as change a situation by providing unique skills that Jack doesn’t possess.

    There are more key features. These are just the tip of the iceberg. I mean there is more stuff that I haven’t even begun to list. That’s all beneath the surface.

    Talking Tough

    We aren’t just talking big, we are planning big.

    Complete GDD

    • 56 page in depth Game Design Document that covers all the important bits with individual docs for elements such as Enemy AI, Items, Gameplay Mechanics.
    Concept Art Guide

    • Need to know what something looks like? We have an CA guide that list locations, vehicles, characters, etc. You name it, we most likely have it covered, and the guide is updated as new artwork is created.

    3D Assets Library

    • We’ve accumulated quite a trove of 3D Models to be used in the project, and more are being generated as we speak. Most of them designed directly from the Concept Art and look amazing.
    Task Management System

    • It’s a secret, but we got this one covered as well. Can’t go into details, but we have a program for this purpose as well as a proficiently talented management team each one skilled in their own area.
    Professional Voice Actors

    • Story, dialogue all that is only as good as the people behind the mics. We got em’ and they are a dedicated group of professionals who have been in a few games that you may have heard of. *Skyrim* cough!

    We have an active team roster of at least fifteen dedicated individuals, but in order to make this happen we are going to need more. That’s where you come in. Still you probably want to know more about what our goals are. Am I right?

    Our Goals

    Our goals are simple. To produce a work that shows our talents and desire as indie developers and gamers. We are making great strides to produce a game that even the big AAA companies would want to take credit for.

    Nothing wrong with dreaming big as long as you shoot for the stars. Speaking of shooting for the stars, that’s an expensive trip, so you wanna’ know about funding right?

    Funding

    Funding is always a difficult thing, but if you produce a project that is strong enough, you can get people interested. With that we have decided in the initial stage to crowd fund TCR. Once we have assembled the right elements for a proper pitch, we will start a campaign. While this may seem risky, in actuality it isn’t. Several campaigns have done exceedingly well. We aren’t trying to do Tim Shafer well, but I know we can do well enough, plus it’s not impossible to get investors on a solid project, and ours is solid…like a rock.

    Royalties

    Royalties are never generalized and are determined by the type of work and the amount of work done. Royalties are only paid for finished work upon completion of the work and of the project. We are willing to negotiate a fair royalty rate for anyone involved. Freelance works for hire rules apply, and all Freelancers are required to sign a NDA and a few other bits of paperwork, but that’s talk for later.

    Now that you know about us, what we are doing, it’s time to learn about what we need.

    Positions
    We are looking for multiple members to join our team and help further develop a truly innovative idea. Communication throughout the project would mostly be done through Skype, email and project management software. We have a preference for those that are at least 18 years old and older although it’s not required.

    If you don’t have the necessary skills in any of the open positions, apply anyway. You may have some skill, which can be utilized for the project at a later point, or a talent that just needs the right project to shine on.

    Example: We had a guy come on as a Writer, but he had had no real knowledge of Steam punk, but over time he developed such a love for the project that he unlocked his ability in game design and management. Guys’ been a real asset to the team and one of the ones responsible for the projects direction.


    Positions Currently Open

    Programmer
    o Excellent understanding of C/C++
    o Commitment to code quality, documentation and sound testing procedures
    o Strong communication and interpersonal skills
    o Experience working primarily on any of the following: Gameplay, Real-Time Graphics, AI, Audio, Physics,
    o Experience with Unreal Engine technology

    UI Artist

    o Exhibit a keen eye for cutting edge imagery, layout, typography and a solid understanding of visual communications.
    o Provide artwork to support team-wide project communication and vision.
    o Must have professional experience in User Interface design.
    o Minimum of one game/app. shipped as a UI Artist.
    o Strong portfolio of graphic work, typography and illustration.
    o Extensive experience with industry standard 2D package – Photoshop/Illustrator.
    o Experience with UDK
    o Excellent verbal and written communication skills.
    o Ability to multi-task, prioritize projects and communicate progress.

    Character Artist (2D)

    o Outstanding portfolio that demonstrates a strong artistic style and design sensibility.
    o Work within deadlines.
    o Speed sketching and concept experience is a must.
    o Strong use of research and reference material that supports idea generation and problem solving.
    o Excellent drawing skills in both traditional and digital formats, experience in Photoshop, Painter, etc.
    o Excellent understanding of human and animal anatomy, form, proportion and scale, and the ability to bend those rules in a creative and stylistic way.
    o Superior eye for light, value, color and composition.
    o Excellent communication skills and ability to take direction and accept critical review of your work.

    Character Artist (3D)

    o Use 3D creation packages such as 3D Studio Max, Maya, and/or proprietary software to create 3D characters and environmental objects.
    o Work closely with the Art Director, Outsourcing, and Lead Artist to develop characters and assets that fulfill the requirements of the project's game design and visual design as documented by specifications, art bible and appropriate reference material.
    o Perform research and reference gathering to acquire the necessary knowledge to perform assigned animation tasks.
    o Able to create or aid in documentation of style guides and art bibles for internal and external teams.
    o Follow a schedule determined by the Lead Artist and Producer.
    o Use asset/task tracking and management tools.
    o Aid in feedback and reviews for internal and external teams.
    o Understand the requirements and constraints of game design, engine, and platform.
    o Proactively seek feedback from Art Director and Lead Artist in style, direction, technique.

    General Modeler (Non Organic)

    o 3+ years of game industry experience with mobile experience an asset
    o Solid modeling skills with Maya or 3D Max (character, building environment and environment properties)
    o Strong knowledge in 3D lighting and rendering in Maya or 3D Max
    o Proficient in industry standard 2D and 3D software
    o Basic knowledge in rigging and 3D animation
    o 3D effects and particle system will be an additional asset

    General Modeler (Organic)

    o 3+ years of game industry experience with mobile experience an asset
    o Solid modeling skills with Maya or 3D Max (character, building environment and environment properties)
    o Strong knowledge in 3D lighting and rendering in Maya or 3D Max
    o Proficient in industry standard 2D and 3D software
    o Basic knowledge in rigging and 3D animation
    o 3D effects and particle system will be an additional asset

    Environment Artist (2D)

    o Expertise, Photoshop, or other technologies utilized in the production of game art.
    o Having architecture knowledge is a plus.
    o Ability to work with a high degree of self-direction and motivation.
    o Strong communication and time management skills.
    o Able to prioritize and multi-task.
    o Creative nature with strong problem solving skills.

    Environment Artist (3D)

    o Understanding of contemporary 3D first-person engine technologies and editing tools.
    o Experience creating third-person levels using Unreal
    o Understanding of and desire to create third-person shooter game play.
    o Interest in and understanding of architecture, lighting, texturing and other elements that are required to create aesthetically pleasing 3D levels.
    o Ability to meet deadlines.
    o Ability to work and contribute effectively in a team environment.
    o Collaborate with the Art Director to lead the creation of consistent, high-quality work.
    o Meet project deadlines and milestones.
    o
    Level Designer

    o Build and maintain levels in an iterative, highly collaborative environment
    o Drive levels through the full development process, from concept to ship
    o Write and maintain level design documentation
    o Work with artists and game designers to create striking environments that complement and elevate game mechanics
    o Inspire, innovate, exceed, push the limits... revise, optimize, streamline, perfect.
    o Ability to work within technical constraints and generate top-quality art.
    o Ability to create a highly modular, reusable building system.
    o Clear understanding and implementation of technical guidelines and constraints.

    Texture Artist

    o Work with Art Director to determine style, look and quality level of textures for CG assets.
    o Paint textures for environment and character CG assets.
    o Work w/ proprietary in-house art tools to provide content to game engine.
    o Work closely with both internal and external Art Teams to help maintain continuity and quality in the game.
    o Experiment and innovate with emerging techniques and art software to improve quality and efficiency.
    o Experience in UV layout, texture projections, and 2D texture painting
    o Skill painting textures and creating shaders(color, normal, specular, ambient occlusion, height, UV, and incandescent maps using 2D/3D application(s) . Advanced understanding of Photoshop
    o Experience with Maya or Max (or equivalent 3D program)
    o Strong portfolio demonstrating the ability to paint in a variety of styles
    o Able to meet deliverables and drive your work to completion within specified timelines

    Graphic Designer

    o Strong knowledge of Adobe Suite including: Illustrator, Photoshop, and Flash
    o Must be able to work well in extremely fast-paced environment with high volume of on-going projects and very fast turn-around
    o Great design and brand identity sensibilities with strong information design skills
    o Possess excellent organizational skills and high level of detail
    o Self-motivated, able to work with little supervision and have strong communication skills

    Animator
    o Experience with rigging and animating characters and objects in UDK.
    o Knowledge of UDK and Animtrees.
    o Possess the ability to create smooth, high quality animation in a variety of industry standard programs such as 3DS Max, Maya, etc.

    VFX Artist
    o 3D modeling and texturing skills including normal and specular maps, a plus
    o Basic animation skills, a plus
    o Extensive experience with 3DS Max or equivalent 3D program, Zbrush or equivalent normal map program, Photoshop
    o Love of arcade and video games
    o Outstanding conceptual art ability
    o Excellent communication skills, both verbal and written, and superior people skills to work in a creative and positive manner with the team
    o Ability and willingness to create games that do not follow traditional game-art styles
    o A love of music and an openness to new music

    Team Count

    Concept Artists 3/4
    Environment Artists 0/3
    3D Modelers 4/5
    Animators 2/2
    Level Designers 1/2
    Character Artists 2/2
    Sound Artist 2/2
    VFX Artist 0/1
    Programmers 1/2
    UI Artist 0/2
    Web Team 1/1
    Writers 2/2
    Texture Artist 1/1

    Some Concept Art









    Contact || Website || Other

    Email - jobs@triumveritygames.com
    Email - contact@triumveritygames.com

    Facebook- https://www.facebook.com/TriumVerityGames
    Twitter- https://www.twitter.com/VerityGames
    Website - TriumVerityGames.com
    Skype - gmodz890

    Thanks and we hope to be working with you soon.
    Last edited by GMoDz100; 10-15-2012 at 03:10 PM.
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  2. #2
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    Hi,

    I'd love to do the music for you guys!

    I'm currently in the process of finding future projects to get involved in, and this sounds great.

    My website is currently in development, but I have a few tracks up on Sound Cloud.

    http://soundcloud.com/mitchell-gibbs-music

    I'll look forward to hearing back from you!

    All the best,

    Mitchell.

  3. #3
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    We would love to have you in the team.
    Please PM me with you'r portfolio and we will arrange an interview.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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  4. #4
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    Thanks for the reply!

    I do have Skype but unfortunately haven't got a webcam on my current computer... Will have one soon tho!

    Is there anyway I could contact you in meantime regarding this project?

    Many thanks,

    Mitchell.

  5. #5
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    Quote Originally Posted by Mitchell Gibbs View Post
    Thanks for the reply!

    I do have Skype but unfortunately haven't got a webcam on my current computer... Will have one soon tho!

    Is there anyway I could contact you in meantime regarding this project?

    Many thanks,

    Mitchell.
    You don't need a webcam. Do you have skype? If so then please PM me it.

    Thanks
    Last edited by GMoDz100; 04-21-2012 at 10:11 AM.
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  6. #6
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    Ok, do you have any written GDD or anything yet? And why on Earth do you need 10 concept artists, that is a ton? Plus, I hope you realize multiplayer is harder to accomplish than singleplayer and that this sounds exactly like CoD, it seems as if there is a lack of planning done beforehand, and I am just warning you that you will find yourself overwhelmed if the project gets attention because of lack of preparation, or you will find yourself underwhelmed when people think there is no planning and it is a CoD clone, or at least sounds like it. Don't get me wrong, I would love to see you finish the project, as I want every indie project to get finished and wish you the best of luck, but, I knew I would have to throw in some of my experience so that this maybe has a better chance of succeeding. If you want more suggestions or details on what I think makes it like CoD, say so and I will send you an exhaustive PM.

  7. #7
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    Quote Originally Posted by fragfest2012 View Post
    Ok, do you have any written GDD or anything yet? And why on Earth do you need 10 concept artists, that is a ton? Plus, I hope you realize multiplayer is harder to accomplish than singleplayer and that this sounds exactly like CoD, it seems as if there is a lack of planning done beforehand, and I am just warning you that you will find yourself overwhelmed if the project gets attention because of lack of preparation, or you will find yourself underwhelmed when people think there is no planning and it is a CoD clone, or at least sounds like it. Don't get me wrong, I would love to see you finish the project, as I want every indie project to get finished and wish you the best of luck, but, I knew I would have to throw in some of my experience so that this maybe has a better chance of succeeding. If you want more suggestions or details on what I think makes it like CoD, say so and I will send you an exhaustive PM.
    Thanks alot for replying and the suggestions. I don't need 10 concept artists, i have fixed that. Also i do realize that multiplayer is harder and i am trying my best to make it different from the other games. Thanks for saying 'I would love to see you finish the project' and thanks for wishing me luck. You can send me a PM and i will contact you.

    Update: We have a finished GDD Now.


    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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  8. #8
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    Ok, actually, rather than a pm, take a look at this post: http://forums.epicgames.com/threads/...lease-sticky!!. It will tell you basically everything I would otherwise write in a PM, and trust me it will be helpful.

  9. #9

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    You still need a hand? I'm working with one team already, but I could probably do some concept art for you. Just give me a PM if you're interested.

  10. #10
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    Quote Originally Posted by SamuelJordanT View Post
    You still need a hand? I'm working with one team already, but I could probably do some concept art for you. Just give me a PM if you're interested.
    I have PM'd you.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:29 AM.
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  11. #11
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    regardless of what fragfest has to say a concept team of 10 is just right in my mind, if not a little small. Depending on the scope you are going for I'd shoot for 3 dedicated environmental artists, 2 character artists, maybe 3, 2-3 prop/item/weapon artists and then a lead and/or art director. 10 full time artists might be overkill but the fact of the matter is that these people might work 10 hours one week, 30 the next and 5 after that. Same logic goes for every other department, if a normal setudio has 10 modelers you're going to want 20 or 30 to make up to the lack of consistency output from your guys and that instead of getting 40+ hours per week you're getting 10-15 plus these guys aren't seasoned vets so they'll probably take twice as long to make something.
    ~Ryan Wiancko - Producer
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    AAA Quality Services at Indie Prices
    UDK Developer & Service Provider(2D,3D,UI,Animation,VFX,Audio,Code) for PC, Console and Mobile
    Follow us on Facebook: www.facebook.com/ironbellystudios

  12. #12
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    Quote Originally Posted by ironbelly View Post
    regardless of what fragfest has to say a concept team of 10 is just right in my mind, if not a little small. Depending on the scope you are going for I'd shoot for 3 dedicated environmental artists, 2 character artists, maybe 3, 2-3 prop/item/weapon artists and then a lead and/or art director. 10 full time artists might be overkill but the fact of the matter is that these people might work 10 hours one week, 30 the next and 5 after that. Same logic goes for every other department, if a normal setudio has 10 modelers you're going to want 20 or 30 to make up to the lack of consistency output from your guys and that instead of getting 40+ hours per week you're getting 10-15 plus these guys aren't seasoned vets so they'll probably take twice as long to make something.
    Thanks alot but i think i don't need that many people just now.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:27 AM.
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  13. #13
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    No, Ironbelly is wrong, managing that many people is a NIGHTMARE!! Trust me, just a couple is much smarter in the long run, because, if you want that many people, you will have to full-time manage and keep up with each, plus it increases the chance of some feeling/getting alienated and quitting because they don't get a new assignment or something.

  14. #14
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    Quote Originally Posted by fragfest2012 View Post
    No, Ironbelly is wrong, managing that many people is a NIGHTMARE!! Trust me, just a couple is much smarter in the long run, because, if you want that many people, you will have to full-time manage and keep up with each, plus it increases the chance of some feeling/getting alienated and quitting because they don't get a new assignment or something.
    I agree with both of yous.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:27 AM.
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    Still recruiting! Its a great opportunity for the guys who want to get their name out there!
    The thread is also updated with more information!

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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    This thread keeps getting bumped, but I don't see the new message that is bumping it...

  17. #17
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    Magic my friend.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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  18. #18
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    Um, you are going to definitely want to add more details rather than description to your post...

  19. #19
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    The project is back on track guys! Desperately need a programmer!

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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  20. #20
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    BUMP. We desperately need some programmers! Also new website coming soon!

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:28 AM.
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    What kind of programming do you need?
    Is it advanced concepts, or simple stuff?

    I am fairly new to UnrealScript, but I am reading Angel_Mappers book on the subject to hopefully get up to speed fast
    I've read Java for almost a year now, and I am studying Computer Science 1st Semester at the moment.

  22. #22
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    Quote Originally Posted by vipar View Post
    What kind of programming do you need?
    Is it advanced concepts, or simple stuff?

    I am fairly new to UnrealScript, but I am reading Angel_Mappers book on the subject to hopefully get up to speed fast
    I've read Java for almost a year now, and I am studying Computer Science 1st Semester at the moment.
    Yes, it's simple stuff for just now and would love to have you in the team.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
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  23. #23
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    Lets have a look at it I suppose. Send me a PM with a Skype

  24. #24
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    Quote Originally Posted by vipar View Post
    Lets have a look at it I suppose. Send me a PM with a Skype
    PM Sent.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
    TriumVerityGames

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  25. #25
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    We desperately need a animator and another writer because our current writer went bust.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
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  26. #26
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    Hey, just so you know, both of your images aren't working, at least for me, and the Campaign mode is still in the OP. Just a friendly warning.

  27. #27

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    hey there...If you still in need of an animator I'm really interested to do the job, here is the link to my 2011 animation reel

    http://vimeo.com/channels/showreelnd

    I Also have some skills in modeling and level design and kind of familiar with UDK.
    you can also check out my site for some "Game Environment" screens that I've done with UDK here

    http://nimadh.wordpress.com/works/game-environment/

    drop me a line if you found my works useful for your project.

  28. #28
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    Quote Originally Posted by demonizer View Post
    hey there...If you still in need of an animator I'm really interested to do the job, here is the link to my 2011 animation reel

    http://vimeo.com/channels/showreelnd

    I Also have some skills in modeling and level design and kind of familiar with UDK.
    you can also check out my site for some "Game Environment" screens that I've done with UDK here

    http://nimadh.wordpress.com/works/game-environment/

    drop me a line if you found my works useful for your project.

    Hi, i seen your reel and i love your work. I would be really happy to have you in our team.
    Please read my PM for my skype details.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:27 AM.
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  29. #29
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    Quote Originally Posted by fragfest2012 View Post
    Hey, just so you know, both of your images aren't working, at least for me, and the Campaign mode is still in the OP. Just a friendly warning.
    I have updated the images.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:27 AM.
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  30. #30
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    We now just need some character artist's to boost the project.
    Apply now if you have the talent.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:27 AM.
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  31. #31
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    Will you be needing any Voice Actors? Or perhaps a Lead Game Designer/Project Manager?
    -Game Designer/Actor/Director/Writer...Entertainer.
    Currently working on multiple projects. Contact me with voice acting inquiries.
    Design Director on Sanity, Creative Director on Elite Units: Agendas.
    Official Facebook Page: http://www.facebook.com/TravisRCrane

  32. #32
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    Quote Originally Posted by Forever9209 View Post
    Will you be needing any Voice Actors? Or perhaps a Lead Game Designer/Project Manager?
    Please link me to your portfolio.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
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  33. #33
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    I sent you a PM.
    -Game Designer/Actor/Director/Writer...Entertainer.
    Currently working on multiple projects. Contact me with voice acting inquiries.
    Design Director on Sanity, Creative Director on Elite Units: Agendas.
    Official Facebook Page: http://www.facebook.com/TravisRCrane

  34. #34
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    Quote Originally Posted by Forever9209 View Post
    I sent you a PM.
    Replied.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
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  35. #35
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    Do you need a web developer still if so hit me up with a pm....?

  36. #36
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    Quote Originally Posted by XstreamTech View Post
    Do you need a web developer still if so hit me up with a pm....?
    Sorry don't need a web designer.

    Thanks
    TriumVerityGames
    Last edited by GMoDz100; 04-21-2012 at 10:26 AM.
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  37. #37
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    Production is looking really good atm we need a character artist and a concept artist to fill the team.

  38. #38

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    Was made a proud member of the Team earlier on today. And I must say this project really is looking amazing, so come on and join the team!

  39. #39
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    We have enough level designers for now.

    Thanks
    TriumVerityGames
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  40. #40

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    Welcome to the team Malcolm, our newest 3D Artist!


 
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