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Reactor Interactive needs web developer, 2D and 3D art and programmers for our space combat game, Sector 13. Team name: Reactor Interactive LLC Project name: Sector 13 Brief description: Sector 13 is a multiplayer 3D space shooter. More information can be found at our website We have been listed as a gamedev “team that can”, we have been on the show floor of GDC with gamedev last spring, we have finaled and won multiple indy contests including the ATI summer shootout and the BigC, we are entered in the IGF, blah, blah, blah, - you can read all our accomplishments and interviews on our website. Target aim: Retail – release date is on track for this Spring. Compensation: Our goal has always been to become a self-sustaining company in the next 1 to 2 years, and wish to reward all team members either will full time positions or continuing contracts for development. Full credit in-game and on our traffic-heavy website. Technology: We are using Ogre3D for our graphics engine, and have a commercial licenses of ReplicaNet for our Networking API and Subversion for CVS and Groove.net for our online collaboration tools. Talent needed: We need another general programmerand possibly another AI programmer, to handle weapon definition, scripting using GameMonkey Script, some custom tools and middleware creation for skybox building and creating of "hard point" weapons, etc... Experience with the Ogre3D engine and GameMonkeyScript would be helpful, but we all had to learn it as part of the project, so what matters most to us is dedication and willingness to learn and contribute. We have a detailed design document which includes our models for Squad AI, turret AI and team-based AI for bots, etc if you are interested in learing and growing as an AI programmer on the team. If you'd like to be part of a small, talented and ambitious programming team, please contact me. My team uses Groove networks online collaboration tools for chat, meetings, shared directories, discussion and workspace sharing. Whoever fills this role will need to have a broadband connection and be able to download our 2+ Gig workspace and our 2+ Gig code repository via SVN. I will provide all software needed and the groove license. We need 2D and 3D artists, capable of following rough concept sketches on through a skinned, in-game model rigged with a skeleton (the skeleton is not for animation, but for demarking turret points, engine glow point, lighting, etc – it’s all data-driven based on joint names). We are especially in need of a dedicated texture artist. The project is for capital starship creation and arena scenery and textures are needed for all. I will explain more later in this post. We also need a web designer!to help me overhaul our current website. I want to create a separate page for each faction to showcase the writing, art and music created for each, and provide better credit for the content contributors. We have a lot of art and writing material that could be better used on our site, and I would love to have the help of a dedicated web designer for this. Team structure: We currently have 7 programmers who have been on the project and contributing heavily collaborating via groove.net online workspace. We also have 2 artists, other than myself and we collaborate via our website’s private forums. Website: Sector 13’s website Contacts: You can email me from the site, or post in this thread. I would prefer you email me directly or post in this thread. Additional Info: We are on an internal release schedule with new builds being tested by devteam members roughly twice a month. We are on track for a late Spring/ early Summer retail release of the game. For Art, I’m looking for 3D modelers, who can take rough concept art provided by me, and create the in-game capital ship models that will make the arenas intense battlefields. There are 4 factions in the game, and I have given one faction to each artist. The artists are responsible for shaping their faction’s capital ships into instantly recognizable vessels based on the established style and culture of the faction. If you look at the fighters on the site (I do all fighters) you will see a distint, culture-reflecting style that needs to be maintained through the capital ships. All capital ships have multiple turrets, AA guns, shield generators, etc that are targetable and destructible by the fighters. These will also need to be modeled, and will be placed on the ships programmatically based on a rigged skeleton. I can provide any and all software and tutorials needed (we have partnerships with Caligari, Nvidia, ATI, milkshape, Dogwaffle – you can read them all on our website) to export models rigged into Ogre. I also need a dedicated 2D texture specialist who can work with the art team to get all models skinned, and to provide web graphics if needed. I provide all concept sketches needed, and all models are posted as Works In Progress in a private art forum and critiqued by the art team. We all help each other be the best we can be, and I promise you will learn a lot and be a better artist for having worked on this project. Please post or email me any questions on any of this, and please check out our website for samples of art, screenshots, music, etc. Feedback: I accept all feedback. I hope you’ll check us out!
[Edited by - DrewCaliburClark on October 28, 2005 8:17:57 PM]
[Edited by - DrewCaliburClark on October 28, 2005 8:17:57 PM]

