atenyotkin
10-27-2003, 06:47 PM
Game development group located in Orlando, FL is seeking talent. We are looking for 3D Studio MAX modelers and animators, and c/c++ programmers. A college degree is not a priority. No previous game development experience is necessary, as long as you have experience with the software. Demo reel is not necessary. Instead we would like to see what you can do from scratch.
g e t t i n g t h e j o b
Modelers will first be asked to model an object of a type that is most familiar or prefered (humanoid, car, etc.) The second model/scene will be a representation of a drawing/concept art.
Animators will be asked to rig a character, and then create a short animation. The animation could be a few seconds, and can be anything that illustrates familiarity with human muscle and bone structures. MoCAP experience is a plus.
Programmers are given an unfinished c/c++ program, and are explained what it was meant to do. Without a timelimit, you will need to finish the program, optimize it, and comment code accordingly. Pre-calculus or equivalent knowledge of mathematics is required. Candidates with knowledge in 2D and 3D Calculus, and Newtonian Physics are prefered for certain tasks. Experience with VC++ is a plus
o n c e y o u g e t t h e j o b
Modelers have an immidiate choice of working on low-poly props (tables, chairs, light fixtures, trees, etc.,) mid-poly porps (weapons and cars,) high-poly (humans, animals, statues, etc.) You can also choose to model the environment/maps. Later on in the project you can choose to work on the pre-rendered cinematics, however experience with lighting and materials is a must.
Animators will be responsible for animating all living creatures, and some non-living objects (mostly mesh deformation.) Animators will also be working on the in-game cutscenes, and will have a choice of working on pre-rendered cinematics.
Programmers have a choice of working on the game-engine or game-related code. Game-engine programming would include AI, physics and collision. UI, entities, scriped events would be examples of non-engine programming. Developers with experience in developing tools are also welcome.
t h e w o r k
We are currently working on two video games, with two entirely different genres. One is a horror/adventure shooter, and the other is a racing game. Every developer has a choice of working on one or the other, or both. The tools and the game-engine are the same.
c o n t a c t s
atenyotkin@engineer.com or atenyotkin@mail.rigastudios.com
919-280-4655 (cell)
Everyone who thinks they would be an asset to the development
team, are encouraged to contact, even if the position is not listed.
Riga Studios
Orlando, FL, US
g e t t i n g t h e j o b
Modelers will first be asked to model an object of a type that is most familiar or prefered (humanoid, car, etc.) The second model/scene will be a representation of a drawing/concept art.
Animators will be asked to rig a character, and then create a short animation. The animation could be a few seconds, and can be anything that illustrates familiarity with human muscle and bone structures. MoCAP experience is a plus.
Programmers are given an unfinished c/c++ program, and are explained what it was meant to do. Without a timelimit, you will need to finish the program, optimize it, and comment code accordingly. Pre-calculus or equivalent knowledge of mathematics is required. Candidates with knowledge in 2D and 3D Calculus, and Newtonian Physics are prefered for certain tasks. Experience with VC++ is a plus
o n c e y o u g e t t h e j o b
Modelers have an immidiate choice of working on low-poly props (tables, chairs, light fixtures, trees, etc.,) mid-poly porps (weapons and cars,) high-poly (humans, animals, statues, etc.) You can also choose to model the environment/maps. Later on in the project you can choose to work on the pre-rendered cinematics, however experience with lighting and materials is a must.
Animators will be responsible for animating all living creatures, and some non-living objects (mostly mesh deformation.) Animators will also be working on the in-game cutscenes, and will have a choice of working on pre-rendered cinematics.
Programmers have a choice of working on the game-engine or game-related code. Game-engine programming would include AI, physics and collision. UI, entities, scriped events would be examples of non-engine programming. Developers with experience in developing tools are also welcome.
t h e w o r k
We are currently working on two video games, with two entirely different genres. One is a horror/adventure shooter, and the other is a racing game. Every developer has a choice of working on one or the other, or both. The tools and the game-engine are the same.
c o n t a c t s
atenyotkin@engineer.com or atenyotkin@mail.rigastudios.com
919-280-4655 (cell)
Everyone who thinks they would be an asset to the development
team, are encouraged to contact, even if the position is not listed.
Riga Studios
Orlando, FL, US
