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View Full Version : Published indie game developer seeking 2d or 3d artists!


JeremyS
10-04-2002, 11:04 PM
http://www.helixcore.com/galleryimage.php?image=gal24.jpg
http://www.helixcore.com/galleryimage.php?image=gal19.jpg
http://www.helixcore.com/galleryimage.php?image=gal17.jpg
http://www.helixcore.com/galleryimage.php?image=gal14.jpg
http://www.helixcore.com/galleryimage.php?image=gal15.jpg

I'll make this short because the bulk of the info pertaining to the game itself is on its website.

My name's Jeremy Stieglitz and I run an independent game development company called Bright Light Productions. We've been developing commercial games for several years now, and have had our last project, the 3d RPG "Journey's End", published commercially to retailers such as CompUSA and Electronics Boutique.

We're now working on the a highly ambitious, next-generation team multiplayer action game called "Helix Core":

http://www.helixcore.com/game.html
http://www.helixcore.com/gallery.html

A mix of a First Person Shooter and an in-depth Space Sim, the game is all about teamwork and cooperation both on foot and in vehicles, on land and in space. It helps that our engine is built from the ground up to take advantage of the latest in graphics technology, making full use of pixel shaders on the GF3, GF4, and now at last the Radeon 9700. Bump mapping, specularity, refraction and blurring FX are all part of the pixel shading deal. That combined with a highly optimized engine, allows us to have insane poly counts and texture resolutions previously reserved for pre-rendered graphics.

We're about 8 months away from project completion, and about 3-4 months away from a milestone demo for the publishers. But we need help! The team is composed of exceptionally talented people on both the technical engineering and artistic sides, but we are definitely seeking dedicated 2d artists, for textures and promotional material design. We are also on the lookout for talented 3d designers. If you'd consider yourself either of those and are looking for a fun and engaging way to open up career opportunities, creating games with us is a great way to get experience and flex your creative muscle.

As this is a Net-based indie team (and this may well be our last indie project, given the success we are striving for) we can not pay until the royalties come in upon publication. That said, we are the most experienced, creative, and fun indie game development team out there. If you join us in making games for hundreds of thousands of people, you'll find it to be one of the most exciting creative adventures imaginable. And at the end of the road, you'll be published, experienced, and an industry insider.

I hope to hear from you at jeremy@helixcore.com!

-Jeremy Stieglitz
Bright Light Productions
www.helixcore.com

torbjorn
10-05-2002, 10:12 AM
So, let's see, people work remotely for you? I can work from Sweden building models and produce promotional material...

JeremyS
10-06-2002, 05:22 PM
The development team consists of both locally and remotely based people -- talent and the desire to create a great game are the most important qualities to us, not where someone is located. We use the internet and web-based collaboration tools (www.bravelo.com) to its maximum potential in communicating ideas. While in the end, it is more difficult to effectively communicate with remote team members, with effort it can be done just as well as if they were in the same room.

If you'd like to talk more about it or show us what you can do in texture or 3d model art, fire off an e-mail to jeremy@helixcore.com

Regards,

-Jeremy Stieglitz
Bright Light Productions
www.helixcore.com

idoleyes
10-06-2002, 09:48 PM
I sent you an E-mail, I hope you recieved it.

You can check out this link to see what my team has done.

http://www.idoleyes.net

I can also send you additional information if you need it. Don't hesitate to ask me questions or make some comments.

Reneldy Senat : IdolEyes Entertainment

JeremyS
10-13-2002, 07:03 AM
I might add that we're still looking looking really hard for a 2d texture artist. If anyone considers themselves a good 2d artist and wants to get in on a great project that's rapidly going far, please e-mail me at jeremy@helixcore.com

-Jeremy Stieglitz

OZ
10-15-2002, 08:35 AM
oK....sounds good.I work i games development from ten years.My position in the company i work was different. 3d modeling,animation,2d paintings (paper),texturing,digital paintings 4 promotional stuff ecc ecc.

May be good 4 u?

seenote2000
10-16-2002, 06:53 PM
check your email

JeremyS
10-28-2002, 10:35 PM
We are still seeking 2d texture artists and 3d item/character artists. This is the strongest independent production out there, and with our next-generation technology in place we're now ramping up for a major industry demo release. It is an indie team, so please bear in mind that payment -- beyond token gestures -- is in the form of royalties upon publication. That will come, and most of all the experience and track record of having completed a successful large-scale commercial game are invaluable -- they make an simple career path directly into the heart of the game development industry.

Please send any inquiries, submissions, or comments to jeremy@helixcore.com

Best regards all,

-Jeremy Stieglitz
Bright Light Productions
www.helixcore.com

el_diablo
10-29-2002, 06:31 AM
You people are in dire need for designers...The game looks like it could have potentional, but the overall graphics design is awfull. 3D models are fine but textures could be improved. I like the premise of the game, very cool.

Something i wrote about 6 years ago as a game idea looks very similar to this, are you people ripping me off?

Just joking. With good implementation you got a hit on your hands.

Some ideas:

- Download and install Shattered galaxy: www.sgalaxy.com, its not the same genre but all the same. Look into how people plan and arrange missions and battles. This aspect of the MMPOG (and cooperative battle of course) makes games most addictive. I spent 6 months and about 400$ (in internet access expenses-which isnt flat rate here, just for info common salary is about 500$ here) when this game was a free beta just playing it.

- Some prizes to battle participants - VERY IMPORTANT!!!
this could include rpg-like character advancements, stars and stripes etc.

Something about me:

I'am posting this in CgTalk thread instead of your own forum becouse I would like to contribute to game if possible. I been 2D artist (classical, digital) for 15 years now and 3d artist for about 10 years, and have collaborated (over the internet) on two games published by GT interactive in 1995., 1996. Nowdays i'm a Visual FX supervisor in a small studio, but I have a big itch to get back to producing game art. Its just so much more rewarding than boring commercials on small budget that people over here want.

Best regards,
Igor

JeremyS
11-04-2002, 09:44 AM
Igor, it might be worthwhile to bring in a new major artist -- but we're not so much interested in someone who simply handles administration of other artists; a person in a lead role also needs to enter the trenches with some serious texture creation. I'll contact you to find out more.

And in general, we are still very much seeking intrepid 2d texture designers to join the fast-paced development of this powerful game. With the recent introduction of DX9 HLSL drivers for the Radeon 9700, the potential for extensive high-quality shader use is now vast -- technical capabilities going beyond anything on the horizon, including Doom3. As a texture artist on this project, it's more like designing textures for a high-end 3d scene (where you work in multiple layers of shaders) than a traditional game.

I hope to hear from any interested people; we're currently doing intensive work on an industry demo that will be the game's major initial presentation, so time is a factor!

-Jeremy Stieglitz
Bright Light Productions
www.helixcore.com

JeremyS
11-09-2002, 12:04 PM
We're now also looking for 3d character designers, weapon & starship designers. Proficiency in 3dsmax or Maya is important, and a creative outlook on visual design. We've developed an extremely powerful game engine that rivals Doom3, and in fact our average item poly counts can be around 7k -- plus support for new DirectX9 shader technology for even more graphical detail.

I should stress that while this is a very ambitious project with excellent technology, and is fast approaching completion, it is an indie project and thus we can not pay 'till publication royalties come in.

It's best for people who have extra time to devote to a creative game development process that that they are passionate about, and what to build up experience and a track record of developing successful commercial games.

I hope to hear from any interested 3d artists at jeremy@helixcore.com, as soon as possible,

-Jeremy Stieglitz
Bright Light Productions
www.helixcore.com

JeremyS
11-09-2002, 12:13 PM
There's still room for another texture artist, so I'd also be interested in hearing from anyone with talent in the 2d arts, specifically regarding character texturing or environment texturing. As the game uses a robust shader system, creating textures is done in layers (color maps, bump map, spec map, alpha map, mix maps, and more) in the same way that you'd use multiple maps and layers to compose a surface in a 3d rendering program -- which affords a very unique amount of visual flexibility.

-Jeremy Stieglitz

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