DeadPixel Deviants is a tiny (3 official members, 1 honorary member) team searching for one or more artist(s) and animator(s). The game currently being worked on is a 3D, single player RPG, however 2D artists may still message us to assist with future games.
"Project Zodiac" current progress as of roughly one week:
COMPANY AND THE PROJECT
We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo.
INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War.
Please note that all of our current positions are remote work. You will not be required to travel.
For more information about us, follow the links listed below.
INT Official website
Also follow social media platforms for the latest news regarding our projects.
We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations.
Your tasks will include:
Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings.
To be successful in this position, following requirements apply:
Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential:
Knowledge of the Unity Engine UMA character creation system would be an advantage.
REVENUE - SHARE
This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018.
We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated.
Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net
Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you!
Starboard Games LLC
By adharsh anand
hello, a friend and i are building a 2D platformer and i'd like to ask which software would be the best for 2D pixel animation
(Moderator edit: changed the subject to be the question that needs answering -- Kylotan)
Anyone have any suggestions for ways of animating characters on varying slopes on landscapes? I've no idea what are standard ways of dealing with this, and have been putting this off to some extent. The issues are mainly with larger animals cutting through the terrain on slopes.
I've tried raising animals up higher above the land, but they look obviously 'in the air' in certain positions. I've also tried putting 2 land height probes at the front and rear, so that they change height according to their orientation, but that looks silly with strange changes in elevation as they move. I've also tried changing the pitch angle when rendered, this looks a bit silly (but not out of question lol).
Another possibility is to turn off depth testing against the landscape, but I would have to figure a way of still having it working when they are behind mountains. Perhaps if I push back the depth value of the land this will work.
I have read this article on mechwarrior 4:
and I see they deal with it by having a flat animation, left and right and up and down slope animations, and blending between them. I can do this, but it sounds like a lot of extra animations for a one man team, and it also means I'd probably have to use a lower / upper body split for all animations, rather than be able to use full body. Plus use some performance for the blending (this is on mobiles).
I've not really used IK before in game, is this a realistic / practical solution? Or can I use a simpler system, make some standard poses on flat, and slopes, then measure knee etc angle offset, then blend in these offsets with some scaling at runtime to make the legs more bent or extended?
Another solution is to just design around the problem and make the large animals only able to move over flat ground. I guess this is more what happens in real life, I haven't seen many crocodiles climbing up slopes on nature progs lol.
Any thoughts, experiences on this would be welcome.