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Professional Effects Artist Wanted #115427
03/06/07 02:02
03/06/07 02:02
Joined: Aug 2004
Posts: 74
E
East_Coast_Games Offline OP
Junior Member
East_Coast_Games  Offline OP
Junior Member
E

Joined: Aug 2004
Posts: 74
Professional effects artist wanted. Please send credentials to jservia@ecgames.com.


East Coast Games

Introducing Populace:
www.ecgames.com/products
Re: Professional Effects Artist Wanted [Re: East_Coast_Games] #115428
03/06/07 03:22
03/06/07 03:22
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Are you talking effects such as particles, dynamic lights and halos or shaders, because I have a slight amount of expirience with hlsl, but can do lots of work with particles and dynamic lights for all sorts of effects and might contact you for work if that is what you are looking for.

Re: Professional Effects Artist Wanted [Re: lostclimate] #115429
03/06/07 12:56
03/06/07 12:56
Joined: Aug 2004
Posts: 74
E
East_Coast_Games Offline OP
Junior Member
East_Coast_Games  Offline OP
Junior Member
E

Joined: Aug 2004
Posts: 74
yes ... effects must be professional. please contact us and send examples of your work.


East Coast Games

Introducing Populace:
www.ecgames.com/products
Re: Professional Effects Artist Wanted [Re: East_Coast_Games] #115430
03/06/07 17:43
03/06/07 17:43
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Can you give an indication of what kind of effects? What do you consider to be of 'professional' quality? I'm sorry, but this job offer seems a bit vague without clear guidlines of what you are looking for.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Professional Effects Artist Wanted [Re: PHeMoX] #115431
03/06/07 21:30
03/06/07 21:30
Joined: Aug 2004
Posts: 74
E
East_Coast_Games Offline OP
Junior Member
East_Coast_Games  Offline OP
Junior Member
E

Joined: Aug 2004
Posts: 74
Visual Effects: Gun Shots, Lasers, Explosions, Weather Effects, Lighting effects. Professional meaning; effects quality on par with AAA titles. This is a paid gig.


East Coast Games

Introducing Populace:
www.ecgames.com/products
Re: Professional Effects Artist Wanted [Re: East_Coast_Games] #115432
03/06/07 21:33
03/06/07 21:33
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
I still might apply, what type of pay are we talking, and as far as effects, how many will be needed. Sorry for all the questions, but your application was very, very vague.

Re: Professional Effects Artist Wanted [Re: East_Coast_Games] #115433
03/06/07 23:35
03/06/07 23:35
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Do you need just the art or do you need the entire effect programmed?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Professional Effects Artist Wanted [Re: PHeMoX] #115434
03/07/07 22:38
03/07/07 22:38
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
Expert
Locoweed  Offline
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Hi,

What we need programmed is the entire effect for an action performed with a certain weapon used by a NPC or FPS character depending on the weapon being used.

Basically, each weapon will have 3 effects (coded in 3DGS).
1) Muzzle effect. The effect when the weapon fires.
2) Travelling/Laser effect. The effect of the projectile on it's way to target or a laser type effect for non-projectile weapon.
3) Hit effect. The effect when the weapon type hit's a target. Hit effects may vary somewhat whether the weapon hit's a metal object, terrain, etc.

Each weapon type will be decribed and what the desired effects for that weapon should feel/look like.

The effects need to be professional quality, meaning, not just do a the normal smoke particle or explosion particles we generally tend to see.

An example of effects for a unit might be something like this:
Artillery Unit:
1) Muzzle effect - Flash at muzzle with some black smoke when firing.
2) Travelling effect - White smoke trailing projectile in flight that looks cool.
3) Hit effect - A nice artillery explosion, color of explosion smoke depends if it hit dirt or metal, etc.

I could do this myself, but don't have time.

If you are good at effects, contact EC Games at link in above post and discuss it one-on-one with James.

Thanks,
Loco


Professional A8.30
Spoils of War - East Coast Games

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