This is a post from a friend. I’ll have him join up so he can answer any questions. 
“…Which brings me to what we all are a part of, here. There is vitality here. There is a clear goal. Sometimes the air is full of tension, and sometimes with hilarity, but always with a shared sense of accomplishment and a knowledge that we are headed full speed ahead in a good direction. I look at the completed work I have seen in only the past few weeks and marvel at how powerful this team can be.” - Scott Hsu-Storaker
Sanctus Legacy Online
We pride ourselves in being one of the most ambitious, longest standing, and solid amateur projects out there. Since 2003, our goal has been simple: create a fantasy MMORPG that’s good enough that people will actually play and enjoy it. We’ve learned firsthand what kind of sweat, tears, and blood go into developing such an enormous dream with such lowly resources. We’ve also learned firsthand how sweet the rewards of hard work and dedication can be.
We’ve grown from a small group of concept artists and designers to a work force of artists, modelers, musicians, coders, and writers from all around the globe. The range of backgrounds and previous experiences is one of the most amazing facets we’ve got: This project has brought high school students with a passion for video game development and an amazing talent for art to work alongside hardened industry veterans who helped bring you games like Star Wars Galaxies and Everquest II.
We are continually refining our team, building up what areas we lack in, and strengthening the members we already have. Today, we’re here to build up, once more. We have the following needs, and if you’re interested in any one of them, we want to speak with you.
:: Texturists / Skinners ::

The graphical facet we are aiming for is by no means anime, and also by no means photorealistic. Stylization has been our goal throughout this project: finding a balance between a realism and familiarity deep enough to keep mature and serious gamers involved, and a light and pastel enough flavor to give us a unique taste and a bit of friendliness towards a younger market. Above are some examples of the style as applied to creatures, props, and architecture. Listed below are some works-in-progress of how this style is being applied to our characters’ skin:
Male Front :: Male Back
Our texturists need to be able to work with unwrapped UV maps to produce skins, as well as create tileable textures for architecture and environment textures. Additionally, the ability to create textures for particle effects is nice, although not a mandate. If you are capable of unwrapping models for yourself, then we strongly encourage it! Working with a UV map you created saves a lot of trouble trying to figure out what goes where: a problem that arises no matter how well a model is unwrapped. If you prefer not to unwrap models, though, we will gladly do it for you: and our unwrappers are reputable for being nice to our texturists. 
:: Character Modelers ::

While our playable characters are all built on one body model per gender, and while many parts of clothing and “tight” armor are textured directly on to these base meshes, certain parts of armor and accessories will need seperate meshes, mounted on to the body. Aside from this, character modelers may work on things such as alternate face shapes and hair meshes, and on non-character related projects such as weaponry, level design props, and creatures.
One of the things that has always been very appealing to character modelers is our vast wealth of amazing concept art. Above is shown the concept art (and equipment meshes) for one of our NPCs. More examples of our concept art can be found below:
Login Screen NPCs: Female Pirate :: Male Hunter :: Knight/Hunter Faces
Hunter Mesh Reference :: Hunter Texture Reference
Creatures: Vendetta :: Hawn :: Dark Unicorn :: Zeke :: Mou :: Exoluna
Armotile :: Gonvieu :: Male Snow Orc :: Female Snow Orc
The ability to unwrap, rig, or animate is very helpful, but not required. Our prefered modeling suite is 3DS Max, and our prefered rigging and animation suite is Blender. Previous experience with the Torque asset development pipeline is very helpful, but again- not required.
For more information about our team or the game, you may visit our website at http://www.sanctuslegacy.com/. It is also highly recommended that you register on our development forums if you want the most recent and in-depth coverage of the game’s development. Once you have registered, send a private message to TheArtifex or an e-mail to justinsmith@sanctuslegacy.com containing your username, and we will give you open access to the hidden development boards.
You are also very welcome to contact me via:
E-mail: justinsmith@sanctuslegacy.com
MSN: sanctuslegacyonline@hotmail.com
YIM: SanctusLegacy
AIM: SanctusLegacy
If you are interested in a position, please visit http://www.sanctuslegacy.com/Recruit/.
Please don’t hesitate if you have any questions!