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Found 155 results

  1. Hello, I'm an amateur digital artist looking for a beginner-level project. I'd like to be a part of a team that wants to learn to create games. It might be a simple idle, mini, simulation game or a visual novel. I'm still a beginner at backgrounds and I usually draw females but I'm willing to learn. Time invested to the game creation might differ every week mostly because of my work and will be discussed separately. Here's my DA : https://www.deviantart.com/sneikyz
  2. I am trying to figure out what to name some of my planned games so I need your ideas on what title to give them. You can give as many names per game as you like. The games are: A 3D platformer involving a rabbit as the main character whose name is this game's title ( What name should I give the character?) A dino killing Sci-fi Fps where the protagonist also fights mutants, hominids and giant insects ( What should be the main character;s name?) A 3D platformer involving a boy genius. What should be his name? A detective/adventure/platforming hybrid. A martial Arts Beat em up action adventure. What should I name the main character who is Asian? And an open world Adventure involving a Family of three/four. What should be the Surname of the family?
  3. Hi guys! This is the final trailer for the a Independent game that I and my brother are producing. We are working on it for about 11 months and is already almost 100% complete. Will be available in December on Steam. We are using Blender 3D and Gimp software for production. (More details on the game page on Steam…) About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewer, house, power grid, lake, etc) and faces several enemies along the way (cockroaches, mosquitoes, frogs, spiders, toxic gases, electric wires, etc). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise! The game follows the style of games of classic platforms in 3D version, bringing many fun, surprises and challenges. Dongo Adventure (Steam Game Page): http://store.steampowered.com/app/811450/Dongo_Adventure/ Dongo Adventure (Final Trailer): https://www.youtube.com/watch?v=_fOhuHG07Lo Thanks for following the project!
  4. Hello, everyone! This month was my first in new city and it was a little bit scary at the beggining, but I've used to it and now everything is great. I've managed to create rough logic for every type of enemy so far. This means that each type of enemy functioning like it should, but nothing more. Sometimes their actions looks very stupid and not natural because they just following core logic. But this is great, because I have a good base for all enemies and now I will expand their "mind" by adding more code to AIControllers. Also by making 7 types of enemies I've established forflow wich will help me to add new enemies very eazy, so that means that it will be not very comlicated to add new types in future. But during creating enemies' logic I've discovered that behaviour trees in UE4 not very useful for me. I don't want to criticisize Unreal, but maybe this system heve some hided features, maybe I didn't study it well or maybe something else. So I don't use behaviour trees at all and make logic only by character BP and AIControllers. Also this month I've made a weapon system and simple menu. Character has two weapons: primary and secondary. You can change only secondary in menu before enetering level. Each weapon type has it's own fire type, damage, recoil, spread. But for now shooting not very complicated and recoil effect is very simple. I've added all types of wepons execpt a shotgun, because I've made a model for it and after looking on it in engine I've realised that it is ugly and can't be in the game, so I need to redo a model and made a logic for it. Here some video clips: 2018-09-30_21-39-56.mp4 P. S. I will not show enemies because a lot of them are in very very bad shape and it's ashamed for me to show them, but I hope that I will do it the next month. 2018-09-30_21-28-32.ts
  5. Hi there,I'm in need of a dedicated artist who wants to help in the development of a game for switch.Stylized/Cartoony style is preferred.Requirements:Quality 2D Character designAbility to create custom weapons and armor + animating themExperience with 2D puppet riggingBonus:Experience creating 3D environment objects. Exterior and InteriorPlease do not respond if you don't have the time to dedicate to a larger size project.If you aren't good with 2D art and animation, but great with 3D environment objects, you can still contact me.If you're interested, contact me at addictcodercs@gmail.comPlease send portfolio. Bonus for animated art. Double bonus for characters switching gear. Triple bonus for animated characters switching gear. Thank you all,_addictCoder
  6. Hello there! I’m the creator and producer of an upcoming visual novel / video game. My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games). Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable! If you are interested please contact/message us today! OConQuestGame@gmail.com
  7. Hi! What we're doing: We are working on a 3D RPG game made with Unreal. It's set in the 19th century and contains some fantasy based elements all of which will be explained if interested. Current team: The current team consists of 4 programmers and 3 artists. All of us are either still in college or working and the whole process of model creation is going really slow. So we are looking for one more experienced person What you will be doing: We are trying to create all of the assets ourselves. The aimed style is stylized low-poly. Currently, we only have one 3D character model finished (still not skinned or animated) so we would need help in either skinning and animating the created model or modeling the new ones to speed up the process. Most of the 3D character models are either human or humanoid demons. Requirements: Have knowledge of creating 3D characters in any of the 3D modeling suites, how to skin and possibly animate them. We are all still learning along the way so we don't expect you to know everything. Just have the will to ask and improve yourself along the way with us Final Goal: Have a vertical slice or a demo ready to send to publishers and possibly get some investments. If all else fails you'll have new additions to your portfolio If interested please send some examples of your work to: blackflicka69@gmail.com and we will contact you as soon as possible.
  8. Thief's Roulette is a Choice Driven Puzzle game inspired by the Danganronpa and Zero Escape game series. The game is being developed for Nintendo Switch and PC. Thief's Roulette takes the narrative heavy design of Visual Novels and combines it with immersive, first person Puzzle gameplay to create a unique gaming experience. With Thief's Roulette I hope to take the player on a journey through betrayal, deception, and trust. Player freedom through choices, building alliances or creating rivals will be the driving force of the game. With Thief's Roulette I'm attempting to blend some different game genres in interesting ways. Features A gripping story of deception. Who you choose to align with may either lead to your death or your survival. Heavy Player Choices that can alter the path of the Story. Multiple Endings Immersive and Intricate Puzzles to Solve. A Natural approach to Difficulty: Any time during a Puzzle, you may ask your teammates for help. Players who want to take on the challenge with no clues can simply not ask for assistance. Fully explorable 3D Environments and VN Style Artwork. A cast of unique characters with their own goals and personalities. Some are only out for themselves, others may have your back when the time comes. The game is currently in its early stages but I've recently been making a ton of progress. There is a Trailer nearing finalization. I plan to show it off very soon. I try to make semi regular Updates on Twitter
  9. Hello Gamedev.net! We are a small group of game developers searching for a 3D character artist and programmer to assist in development of a 3D first-person action-adventure roguelite set in a sci-fi egyptian inspired setting. Some tid-bits about us and the project: The team has a combined 15+ years of AAA game development experience with several well-known shipped titles. We are highly motivated to create a unique, high-quality experience, focusing on tight gameplay and interesting aesthetics. We’re a fun, goofy, and relaxed bunch looking for other fun, goofy, and relaxed guys and gals to not only work with, but to hang out with as well. The game is being developed in UE4, and is currently in early pre-production. We are hoping to have a small prototype of basic game mechanics complete by end-of-year. We are looking for individuals who are self-motivated, willing to take initiative, and can wear several hats. These positions are primarily part-time; each of us have full-time jobs in AAA and can only commit 5-15 hours a week. We also respect that people have personal lives and so are extremely flexible with working hours. Game development is a marathon, not a sprint! The team is currently self-funded and completely at-will, and as such the positions are unpaid; however we are looking to turn this into a commercial product, and revenue share will be significant for early members. We are looking for developers who have at least 4+ years across hobbyist/professional game development and at least a single shipped title/mod (commercial or non-commercial); no specific requirement for UE4 experience but it's a big plus! Here's some concept/screenshots: https://imgur.com/a/wiv9P1D For those interested, please send me a message with your role and qualifications and we can set up a time to chat privately and in more detail. Thanks!
  10. addictCoderCS

    2D Artist Needed

    Hey all, I'm currently working on a medieval web game. I'm in need of character art and ui art. I don't care if it's realistic or stylized. There is no animation. Experience in front-end technologies(html, css, javascript, jquery, ajax) would be a bonus. If you don't have front-end experience, it's not a problem. I can handle it all, I just hate front end. Work I've already completed: Stood up sql server and sql database. Developed API to be consumed by game using OAuth Developed class library to send requests and receive responses from API. I'm a very experienced programmer. This isn't a project started by a self taught beginner programmer. I've already sunk some money into the project and am very serious about completing it. I know I could get some free art online to get the job done, but I figured I'd give an artist a chance to showcase their work on a published project. This is not a Unity or Unreal project. What I need: 2D Artist with experience in character art. Experience in 2D environment art. Experience creating UI elements for web. Front-end experience a plus, but not needed.
  11. Hi, I am developing my own 3D engine in C++ using Vulkan, called Fusion3D - See my post elsewhere on this forum - and to help test it and develop new features, I wish to design and develop a 3D game inspired by the Deus ex and Cyberpunk 2077 games - It will be a mission based(small singular stories) tech demo, that may become a commercial game at some point, or at the very least, a free tech demo to promote the engine. So we need the following. 1- Artists to create maps/environments, with textures. 2 - Artists to create animated characters, both player and npc. 3- 2D artists to create GUI/UI elements, logos and menus. If you can do more than one of the above, that is fine too. Pls reply here or via email: antonyrwells@outlook.com I am happy to offer royalties(We can discuss how much later) if either the engine or game makes money. fair and equal.
  12. Hello everyone! I'm making a TPS game and struggling with the amount of enemy types. For now I got 7 of them, but Actually i don't know is it enough or should I make some more of them. I know that, on one hand, small amount of enemy types means that it will be easier to manage them and it will be easier to player to understand them all, but, on the other hand, big amount of enemy types means a big difficulty for developer and for the player. Does anyone have any suggestions about this?
  13. G-Dot

    Devlog #4 - Enemies

    Hello everyone! This devlog is about enemies. Here I want to show some models of robots, but not all, maybe in the future I waiil add some more enemy types, but now there are 7 of them. I've already built AI behavior for some of them, but not for all, same goes with animations, not all anim blueprints exist. But here are them and with description. This is the main picture. You can see proportions of them: some of them are big and some of them are small. And below some information about them: RUNNER This is very aggresive enemy. He got a middle amount of health points, and he can move very fast. Runner can jump at very long distances and cause damage on landing to everybody, exept himself. Also he can make some sort of a slide attack, when he close enough to player. But his weak spot is stamina. To perform slides and jumps he need an energy and when he low on it he slows down: MEAT Meat is an average type of enemy. Everything he knows is just how to reach to the player and deal some damage. He is not very fast and have not very much health. But it is very cheap to create this enemies, that is why it's a lot of them and they always try to stay in a group while attacking. SHOOTER Shooter is a modification of Meat type. Instead of razors he got cannons and also he is more intelligence. He trys to keep a distance and not to stay a long time at one point. He constantly mooving from one position to another. And yes, he don't have much health, and a little more expensive, than meat, that's why you will see a lot of them on the battlefield. FURY Fury is the fastest type of enemies, also he is nimble. He will try to reach you as fast as he can to deal some damage, then quickly jump away and will try to hit you from behind. Also he can jump from side to side if you aiming at him. But he got not very much health. DESTROYER Destroyer is a passive enemy. He programmed not to touch player, but to destroy Cannons. He's slow, but have a lot of health points and not very expensive. Also there is a destroyer with exposive suit on it. He will, you guessed it, explode after some time, when he have reached a cannon dealing lots of damage to everyone. JUGGERNAUT Juggernaut is a strong enemy, but not very intelligent. He got lots of health and shield on his arm, which will protect him from any damage. However he will activate his shield only while his main attack, which is a very quick sprint in players' direction. While this sprint he will knock any body who will stay on his path. Also his attacks are very strong and nothing, exept the death, can stop him. FAT-GUTS This is very big and strong enemy, also he is intelligence. Fat-guts will try to keep distance from you and will move constantly, without staying at points. He's cannona deal lots of damage and also on his right shoulder he got a minigan, which will fire, if you are close to his front. On the left shoulder he got a little radar. This radar will constatnly check situation on battlefield and if it will be critical for robots, Fat-guts will send a message to ship to immediatle send reinforcement. But he got a weak points. He is very big that is why it's very easy to shoot at him and also he cannot move very fast. So, that's all about that month, but, as I said, there are also some AI behaviors have been created and I will shoe all of them in the next blog, but now let me know what you think abou designs and functionality of this enemies. P.S. I've moved to Saint Petersburg and will stay here for a very long time. Tomorrow will be my first day in the University. And Also tomorrow mu birthday.
  14. Ahrakeen

    Neo arcana

    Hello we at the neo arcana project are now looking for a character and sprite artist. the game will be made in 2.5d so with that in mind we need someone to help design characters and monsters. Both as sprites to use in combat but also as a more drawn character for use in story scenes. If interested i would like to see some samples. We are working with something in the sweet horror style. And for the prologue it be important to get that nice happy satherday cartoon feel to it. Before things gets seriously real for the main game with a darker tone to it. If you think you can handle that let me know
  15. [REV-SHARE] [HOBBY] Looking for: - 3D Character Designer - 3D Map Designer - 3D Animator Payment Method: The game will be on steam for about $24.99,- and everyone except me will share 20% together every month. Screenshots: https://imgur.com/a/0og3qZp Description: From amnesia to insomnia, Alan Black risks his life by wearing a gas mask with deadly side-effects to make him able to find his daughter, family and his worst enemy Genres: Horror, Fantasy, Drama NOTE: We've already got two 3D character and map designers, although I feel like we need to keep it going faster, and we also need good animators for the game. Finally: If you are interested in the offer, please go to my gmail: spasovicilija@gmail.com or my discord account: ⎝The Arm⎠#4531
  16. Player Replaced the ball with a real character model. At the moment I have just a few character models with two animations (run and idle): Video The character was made with MakeHuman and the animations are from Mixamo. The workflow is straight forward and (more or less) painless: In MakeHuman export the character as .mhx2. Import in Blender. The MakeHuman Blender Plugin has a MHX2 importer. If needed apply transformation, but if you use MHX2 i think this is not needed. Export from Blender as .fbx. Upload the FBX file to Mixamo. Select the animation. Download the FBX file. Import in Blender. Export the character with the Urho3D-Blender plugin. I would recommend to export a Prefab so you can load the whole thing with materials etc. at once. NPCs RPGs (and other games) usually have NPCs - non playing characters, well they are playing but they are computer controlled. This game should be largely scriptable. There are different game formats and maps and each should just differ in the script that is executed. A game script could look like this: function onStart() -- self is the this pointer -- Spawn an NPC and set the position. local smith = self:AddNpc("/scripts/creatures/npcs/smith.lua") if (smith ~= nil) then local x = -6.71275 local z = 12.5906 local y = self:GetTerrainHeight(x, z) smith:SetPosition(x, y, z) -- Here we just use the Y-axis, internally it uses Quaternions smith:SetRotation(180) end local merchant = self:AddNpc("/scripts/creatures/npcs/merchant.lua") if (merchant ~= nil) then local x = 4.92965 local z = 12.2049 local y = self:GetTerrainHeight(x, z) merchant:SetPosition(x, y, z) merchant:SetRotation(180) end end function onStop() end function onAddObject(object) print("Object added: " .. object:GetName()) end function onRemoveObject(object) print("Object removed: " .. object:GetName()) end function onPlayerJoin(player) player:AddEffect(empty, 1000, 0) print("Player joined: " .. player:GetName()) end function onPlayerLeave(player) player:RemoveEffect(1000) print("Player left: " .. player:GetName()) end -- Game Update function onUpdate(timeElapsed) -- print(timeElapsed) end As with other scripting APIs, there are events that are called by the program (from C++), and there are objects that have methods accessible by the script. An NPC script is as simple: -- Object stats/properties name = "Smith" level = 20 modelIndex = 5 -- Smith body model sex = 2 -- Male creatureState = 1 -- Idle prof1Index = 1 -- Warrior prof2Index = 0 -- None function onInit() return true end function onUpdate(timeElapsed) -- Do something intelligent! end -- self was selected by creature function onSelected(creature) print(creature:GetName() .. " selected me, the " .. self:GetName() .. " :D") end -- creature collides with self function onCollide(creature) -- Testing Octree query local objects = self:QueryObjects(2.0) print(type(objects)) for i, v in ipairs(objects) do print(i, v, v:GetName()) end end Navigation Navigation is a difficult topic. Fortunately there is Recast & Detour, a library to find paths with a navigation mesh. Currently it can to go to a static position and follow a moving object. Technically it's the same, but it doesn't recalculate the path when the object is not moving. However, I've read somewhere that Detour can calculate incomplete paths which would be useful for following objects, but I didn't figure that out yet. Video Detour uses navigation meshes created with Recast. The image bellow shows the generated navigation mesh based on the heightfield of this map. As mentioned earlier, the heightfield is just a bitmap where brighter colors are higher altitudes than darker colors. A mesh is created with a custom command line program from this bitmap, which Recast uses to generate the navigation mesh. To be continued...
  17. Hello, I'm trying to implement character movement so that my character would slide along the wall (plane) instead of getting stuck next to it. There is quite a lot of information regarding character sliding on the internet. However all that information seems to be covering only basic cases where character slides only on one plane at a time (collides with one plane at a time). I could not find any information about how to solve corner cases with multiple planes for example where character collides simultaneously with two walls and ground. My current implementation's general idea is to: 1. calculate the movement velocity vector (intended position change) 2. try to move my character along that vector if vector length is bigger than some epsilon. 2. a. If there is no collision I update the position and I'm done. 2. b. If there is a collision, I move character to the TOI (time of impact), 3. then for the remaining velocity vector I calculate new velocity vector depending on collision normal and repeat the process (go back to 2.) This seems to work in simple cases, when I'm dealing with one plane (ground for instance). It also seems to work if I simultaneously collide with two objects (ground and wall) if two collision normals are perpendicular. However if angle between two simultaneously collision normals are less than 90° (like "V" corners), my new velocity vector (3.) starts bouncing back and forward between these two surfaces and I need quite a few iterations to resolve the final position. The smaller the angle the more iterations I need. If it was 2d I probably could just stop the algorithm and bale out if I find out that I'm "bouncing" between two surfaces, but in 3D every time I "bounce" my velocity vector slowly changes direction away from current collision normals. But as I said it takes quite a few iterations to get the final result, and this causes freezes, I could limit the iteration count however this might cause my character to stick to a wall instead of sliding along it as I would never reach the correct length of sliding vector. Some engines like "DigitalRune" move character to the final position, then check for collisions and tries to resolve the final position, in that way you get the sliding effect. This could work in my case as well, however I'm using GJK for collision detection, so I could only solve shallow penetrations, not bigger than 2xMargin. Maybe after first collision and finding TOI I should move my character in smaller steps (not bigger than 2xMargin) for the remaining velocity. In that case I could resolve penetrations. This might work, however it seems that again I potentially can get a lot of iterations. Secondly, by resolving penetration my character might get stuck in another object. I found one quite fresh topic related to mine: Randy Gaul says that after finding TOI and collision normal "<..>calculating resolution terms is trivial". Sadly, I find it not that trivial 😞 I know that all my rambling is confusing and hard to understand, but I hope you'll be able to give me some tips. Any help will be appreciated thank you.
  18. Hey there, I'm very new to this forum so i have no idea, if someone has the time to help me out a bit. So.. I'm working on a Kingdom Hearts Game. I nearly finished the Engine of the Game, but i need to make more sprites and animations for the characters. The Game will not be that long or have a real story, i just planned to make all Organisation Battles from Kingdom Hearts II in 2D graphics. The Gameplay will be like KH2 or other Kingdom Hearts Titles. You will be able to change your start conditions like you want (for Example: Lvl 1, Critical & No Experience or Lvl 99, Beginner etc). You will have Items, Abilities, Spells and you can customize shortcuts like in Kingdom Hearts II. I'm open to ideas and suggestions. If you are interested in this Project and want to help me out with sprites, pls PM me. I really need help and if it's done i will buy ice-cream to everyone who helped me I will include a few Screenshot that you can picture what it will look like and if you help i will send you a Demo-Version ^^ And sorry for my bad English Thank you for your attention i forgot to say the sprites and graphics that are actually in the game will not be the graphics that will be in the finished version
  19. Hello! My name is Tania. Im from Kiev Ukraine and Im an artist. I have lots of free time and a big desire to be a part of a team that working on a game. I draw for the last three years. I draw on my tablet and Im working basically in Photoshop. I speak well English so we will not gonna have problems with language barrier. I can work in different styles and do different type of art - occlusions - character design - icons Write me - onethousandartist@gmail.com You can find my works on - https://www.behance.net/cherepachkf7da
  20. THE PROJECT 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 Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. 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. TO APPLY 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 or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  21. Okay, so I am making a character controller in Unity of a 3D model. it got two layers of animation - the base layer works perfectly fine but the 1st layer in which the character holds a flash light. The animation works fine until the arm starts behaving weirdly when the shoulder is rotated upside or downwards. I am attaching a video along with this https://drive.google.com/open?id=1hLFx3Szx4au4-2PZaAEa3d1f8kNmWMUH if someone knows how to do it then please let me know. It would be a great help I have used IK for this. Set the IK target to the torch but it still didn't work
  22. Jon Alma

    And More Robots ...

    Not a lot of time this week, but managed to work on two elements of the game. First off I've been busy creating a few more friendly robots including Gyro, shown below. This will be one of the robots controllable by the player capable of flying for short distances. With islands and tall towers featuring heavily in the level design this will open up the possibility to have a variety of puzzles where the player will need to swap around from robot to robot to advance - Gyro will be able to, as long as there is enough fuel left, fly from tower to tower or to other islands to collect items normally out of reach. In addition I've nearly completed another robot, this time with a few interchangeable elements so the robot can appear several times as villagers and so on. The second area I worked on was adding additional sections to the game map - nothing too exciting as it mainly involved adding scenery between puzzle / action zones. However I have also started on a multi step puzzle linking the start zone to more advanced zones.
  23. SweetHoney

    Environmental Artist

    As the title suggests, i am currently looking for a Lead concept artist to create environmental artwork of an open-world survival game project currently being worked on. The game is an open-world, multiplayer, survival game based on a foreign planet inhabited by unique creatures native to the land. The players task is to tame, build, craft and team up with fellow players to form clans. Whilst exploring a beautiful world at the same time. I need someone interested in art and concept design to provide a comprehensive set of artworks that bring the world to life! If you are interested in joining an ambitious project, DM me and i'll add you on discord. Please have examples of your work to show me! Have a good day, Lexi (image above is concept work from Far Cry Primal)
  24. THE PROJECT 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 Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. 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. Currently the crowd-funding campaign is scheduled for mid 2018. Your understanding is dearly appreciated. TO APPLY 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 or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  25. Julia Zhurko

    Corvo Attano

    From the album: concept art

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