ALL applications must be posted on the Undead Assault II website in the jobs thread! Sorry to redirect from here, but all of the map development will occur at the website.
Jobs thread: http://www.undeadassault.net/forums/viewtopic.php?f=6&t=1593
Background information on Undead Assault II:
Undead Assault 2 (UA2) is a zombie survival map I made in 2007. After years of updating my computer was nuked and now I'm working on a deprotected version (the last backup is also somehow corrupted). Many thousands of lines have been decoded and many thousand remain. It was fairly popular but has died down since there hasn't been an update in well over a year.
Now I'm working on a "2.0" version that is a complete remake with incredible improvements to launch it past any other zombie survival map you've ever played. There's lots of work to be done and I can't do this on my own. What I especially need is extremely skilled and experienced vJASS coders, but there are many other positions to fullfill.
Here is my website post:
I'm looking for people who wish to assist me in the production of version 2.0. I could really use the help, it's a larger task to undertake than I had previously expected, and assembling a team would drastically improve the quality and time for release. It's time to get a little more professional.
Previous experience is absolutely necessary. I'm not looking for Joe-Shmoe who did some little things here and there, I'm looking for very talented, hard-working individuals for currently ongoing projects (version 2.0) and upcoming projects (UA3 for Starcraft 2). This team is not just a quick fun thing we mess around with, we will work on serious projects and create long-term relationships in this modding area. So no quitters!
If I do get the perfect team we will create the most amazing UA2 2.0 anyone's ever seen, and move on to other mapping projects as well as work on updates.
Examples of work are necessary. General times available (such as weekends or from 5-8PM US EST) also must be included.
People with the appropriate skills are capable of undertaking multiple jobs (such as a coder and skinner).
Current positions:
Art
Artistic development is a very necessary part of game creation. Free-lancing, as in coming in and working on your own time to submit a skin or model, is accepted. WIPs and concepts are a very good idea to ensure that what you make is what the game needs.
-Modellers: A skilled modeller with preferable animation experience who can create very low file size models of decent quality. The M2 Bradley model currently used in the game is a good example of this.
-Skinners: A skinner who can create the right quality and visual appeal with a low file size would be very useful.
-Concepts: Extremely important at the moment. A hugely imaginative think-tank that fits the Undead Assault feel and style would mean everything right now. Storyboards and mission concepts are exactly what I currently need. A moderate artistic talent and great imagination capable of working quickly and efficiently to create fun, interesting, original concept art for terrain, events/missions, and in-game cinematics would help incredibly.
Mapping
This is the heart of game creation. All-over talent is just what I'm looking for.
-Coders: General, all-around, flexible coders with great skill and experience in vJASS who know the world editor inside-out. I could really use 1-3 coders - the more I have that are very skilled, the faster and more polished the outcome of this game. Coding can get very complicated and neatness is a must - be prepared for this huge job.
-Terrainers (Also part of "Art" category): A skilled terrainer who can use as few doodads as possible but create eye-catching, tactical results that fit what this game needs. Good use of pathing is necessary, and artistic talent in other fields is a plus. Appropriate atmosphere varying from uneasy towns and creepy Umbrella facilities to misty forests are just a few examples of the dynamic atmosphere to create. You'll be working in a giant sand box with general "landmarks" to make and improve upon. Knowledge and visualization of play-style and capability/flexibility of working with as few doodad placement as possible is a must.
Jobs thread: http://www.undeadassault.net/forums/viewtopic.php?f=6&t=1593
Background information on Undead Assault II:
Undead Assault 2 (UA2) is a zombie survival map I made in 2007. After years of updating my computer was nuked and now I'm working on a deprotected version (the last backup is also somehow corrupted). Many thousands of lines have been decoded and many thousand remain. It was fairly popular but has died down since there hasn't been an update in well over a year.
Now I'm working on a "2.0" version that is a complete remake with incredible improvements to launch it past any other zombie survival map you've ever played. There's lots of work to be done and I can't do this on my own. What I especially need is extremely skilled and experienced vJASS coders, but there are many other positions to fullfill.
Here is my website post:
I'm looking for people who wish to assist me in the production of version 2.0. I could really use the help, it's a larger task to undertake than I had previously expected, and assembling a team would drastically improve the quality and time for release. It's time to get a little more professional.
Previous experience is absolutely necessary. I'm not looking for Joe-Shmoe who did some little things here and there, I'm looking for very talented, hard-working individuals for currently ongoing projects (version 2.0) and upcoming projects (UA3 for Starcraft 2). This team is not just a quick fun thing we mess around with, we will work on serious projects and create long-term relationships in this modding area. So no quitters!
If I do get the perfect team we will create the most amazing UA2 2.0 anyone's ever seen, and move on to other mapping projects as well as work on updates.
Examples of work are necessary. General times available (such as weekends or from 5-8PM US EST) also must be included.
People with the appropriate skills are capable of undertaking multiple jobs (such as a coder and skinner).
Current positions:
Art
Artistic development is a very necessary part of game creation. Free-lancing, as in coming in and working on your own time to submit a skin or model, is accepted. WIPs and concepts are a very good idea to ensure that what you make is what the game needs.
-Modellers: A skilled modeller with preferable animation experience who can create very low file size models of decent quality. The M2 Bradley model currently used in the game is a good example of this.
-Skinners: A skinner who can create the right quality and visual appeal with a low file size would be very useful.
-Concepts: Extremely important at the moment. A hugely imaginative think-tank that fits the Undead Assault feel and style would mean everything right now. Storyboards and mission concepts are exactly what I currently need. A moderate artistic talent and great imagination capable of working quickly and efficiently to create fun, interesting, original concept art for terrain, events/missions, and in-game cinematics would help incredibly.
Mapping
This is the heart of game creation. All-over talent is just what I'm looking for.
-Coders: General, all-around, flexible coders with great skill and experience in vJASS who know the world editor inside-out. I could really use 1-3 coders - the more I have that are very skilled, the faster and more polished the outcome of this game. Coding can get very complicated and neatness is a must - be prepared for this huge job.
-Terrainers (Also part of "Art" category): A skilled terrainer who can use as few doodads as possible but create eye-catching, tactical results that fit what this game needs. Good use of pathing is necessary, and artistic talent in other fields is a plus. Appropriate atmosphere varying from uneasy towns and creepy Umbrella facilities to misty forests are just a few examples of the dynamic atmosphere to create. You'll be working in a giant sand box with general "landmarks" to make and improve upon. Knowledge and visualization of play-style and capability/flexibility of working with as few doodad placement as possible is a must.