-=BWS=-
06-05-2002, 07:52 PM
Taldren is an independent game development house located in Southern California, whose recent and current titles include the Star Trek: Starfleet Command series of games published first by Interplay, and now by Activision. The company offers health and dental insurance and a 401K retirement plan.
These are full time, on site positions on the team for our newest project – an action/RPG science fiction adventure. The game will be released for Xbox, PS2, and PC, and is based on the Unreal Warfare engine.
We have several seats to fill, but they fall into two main descriptions:
3D Modeller/Texture Artists
Must be experienced in modeling and texturing with 3D Studio Max. Both character and environment modeling is needed, and both will be based on conceptual art and game design notes. It’s not necessary for modelers to be animators, but character modelers need to be able to construct their objects so that they can move well.
Next gen console titles like this one are able to use higher poly counts than even recent PC games, but our characters still need to come in under 5000 polygons.
Character Rigger/Animator
Must have experience at rigging and animating characters in Maya, and should have both strong keyframing skills and a grasp of the importance of weight and mass. We consider the movement of our characters to be key to the quality of our title and these are tasks that we take very seriously.
In all cases, experience in the game or animation fields is a strong plus. We do believe that it’s important to have a mix of old blood and new blood but we have a much more limited number of opportunities at the entry level.
Interested parties should direct their resumes, or links to them, to me at:
Bradley W. Schenck
bws@taldren.com
These are full time, on site positions on the team for our newest project – an action/RPG science fiction adventure. The game will be released for Xbox, PS2, and PC, and is based on the Unreal Warfare engine.
We have several seats to fill, but they fall into two main descriptions:
3D Modeller/Texture Artists
Must be experienced in modeling and texturing with 3D Studio Max. Both character and environment modeling is needed, and both will be based on conceptual art and game design notes. It’s not necessary for modelers to be animators, but character modelers need to be able to construct their objects so that they can move well.
Next gen console titles like this one are able to use higher poly counts than even recent PC games, but our characters still need to come in under 5000 polygons.
Character Rigger/Animator
Must have experience at rigging and animating characters in Maya, and should have both strong keyframing skills and a grasp of the importance of weight and mass. We consider the movement of our characters to be key to the quality of our title and these are tasks that we take very seriously.
In all cases, experience in the game or animation fields is a strong plus. We do believe that it’s important to have a mix of old blood and new blood but we have a much more limited number of opportunities at the entry level.
Interested parties should direct their resumes, or links to them, to me at:
Bradley W. Schenck
bws@taldren.com
