• Advertisement

[team] searching talented artist, animator and programmer.

Recommended Posts

About us:
We are a team of 14 developers developing multiple mid scope games both are over halfway complete. We polish all of our games and focus on quality.


We are a small team, everyone currently on the team and future teammates must be interested in game development as a whole and not just one role, being a small indie company it is very important that you can wear a few hats and not just one. Everyone on our team is a game dev.

looking for:
3d Artist (hand painting a huge plus)
3d Animator
entry level Software engineer with reasonable skills in c# / shaders. 

^ requirement for all positions: A true love of game development and to be very self motivated.
We are a very active team, you must be too. 


If interested or for more information add me on skype: nicholas.boucher4


Atlas Sentry art style: (art complete)(code complete)
http://www.slidedb.com/games/atlas-sentry

Rat n Gat art style: In Devlopment

ratgirl.jpg

Edited by Affgoo

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Alexander Nazarov
      Hello. I'm newby in Unity and just start learning basics of this engine. I want to create a game like StackJump (links are below). And now I wondering what features do I have to use to create such my game. Should I use Physics engine or I can move objects changing transform manually in Update().
      If I should use Physics can you in several words direct me how can I implement and what I have to use. Just general info, no need for detailed description of developing process.
       
      Game in PlayMarket
      Video of the game
    • By Dave Haylett
      Hi all. My project is coming along wonderfully, and am starting to consider alpha deployment, and would like your advice.
      My project need access to 10,000 small PNG image files at runtime, each is only a few kilobytes each, which during development I used to load in directly from a fixed path on my HDD whenever one was needed (obviously not a solution for go-live), using something like this:
      img = new WriteableBitmap(new BitmapImage(new Uri(@screenshotsPath + filename)));
      The image would then be blitted onto a buffer screen, etc. etc. At a time, a few dozen would be being used.
      Now I'm thinking about deployment, and also when I produce an update to my app, there could be more images to add to the folders. So I'm considering the best way of a) deploying the images to the user as part of the project, and b) how to most easily handle updates to the app, whereby more images will be added.
      I have just experimented with adding them all as a Resource (!). This inflated the exe from 10mb to 100mb (not a major problem), increased the compile time from 3 secs to 30 secs (annoying), increased RAM usage from 500mb to 1.5gb (not a major problem either), but means that it solves my fixed directory issue, distribution issue, and update issue, simply by having the files all stuck into the executable. Here's the new code I'm using:
      img = BitmapFactory.FromResource("Shots/" + filename);
      The next thing I was going to try was to mark them as Content > Copy if Newer. This would resolve the executable size and RAM usage (and also the directory issue as well), however it seems that I'd need to highlight them all, and move them from Resource to Content. As an up-front job this isn't too bad, but as I add new images to the project, I'll need to go in and do this every time, which gets annoying, as the VS2015 default is Resource. Also, I'm not sure how this would work in terms of updates. Would something like ClickOnce deployment recognise new PNGs and install them to the users?
       
      I also have 3,000 ZIP files (~500kb each) which also need deploying and updating in the same way. These are currently read directly from my HDD until I can find a permanent solution for adding these to the project as well.
      Can anyone thing of a better way of doing what I'm trying to achieve?
      Thanks for any help folks.
       
    • By PhillipHamlyn
      Hi
      I have a procedurally generated tiled landscape, and want to apply 'regional' information to the tiles at runtime; so Forests, Roads - pretty much anything that could be defined as a 'region'. Up until now I've done this by creating a mesh defining the 'region' on the CPU and interrogating that mesh during the landscape tile generation; I then add regional information to the landscape tile via a series of Vertex boolean properties. For each landscape tile vertex I do a ray-mesh intersect into the 'region' mesh and get some value from that mesh.

      For example my landscape vertex could be;
      struct Vtx { Vector3 Position; bool IsForest; bool IsRoad; bool IsRiver; } I would then have a region mesh defining a forest, another defining rivers etc. When generating my landscape veretexes I do an intersect check on the various 'region' meshes to see what kind of landscape that vertex falls within.

      My ray-mesh intersect code isn't particularly fast, and there may be many 'region' meshes to interrogate, and I want to see if I can move this work onto the GPU, so that when I create a set of tile vertexes I can call a compute/other shader and pass the region mesh to it, and interrogate that mesh inside the shader. The output would be a buffer where all the landscape vertex boolean values have been filled in.

      The way I see this being done is to pass in two RWStucturedBuffer to a compute shader, one containing the landscape vertexes, and the other containing some definition of the region mesh, (possibly the region might consist of two buffers containing a set of positions and indexes). The compute shader would do a ray-mesh intersect check on each landscape vertex and would set the boolean flags on a corresponding output buffer.

      In theory this is a parallelisable operation (no one landscape vertex relies on another for its values) but I've not seen any examples of a ray-mesh intersect being done in a compute shader; so I'm wondering if my approach is wrong, and the reason I've not seen any examples, is because no-one does it that way. If anyone can comment on;
      Is this a really bad idea ? If no-one does it that way, does everyone use a Texture to define this kind of 'region' information ? If so - given I've only got a small number of possible types of region, what Texture Format would be appropriate, as 32bits seems really wasteful. Is there a common other approach to adding information to a basic height-mapped tile system that would perform well for runtime generated tiles ? Thanks
      Phillip
    • By GytisDev
      Hello,
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
  • Advertisement