Posts by Sjonsson
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Sure thing! Me, jackophant and his brother just played three matches. So we started it again, see! ;D
Should I create it or do you wanna do it Sproony?
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I just added you jacko!
Maybe try a steam event this time? Tomorrow (sunday) afternoon?
Then people shouldn't be as busy I hope.
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So what you guys say? Let's go for another round tonight? 20.00 GMT+1?
I'm still all into this game!

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I have no connection to the actual position, just re-posting it for someone else to find here.
http://www.massive.se/available-posi…7C8931F6B8ED434
QuoteDisplay MoreAbout the position
Join the companion team for Tom Clancy’s The Division™, and be part of creating a revolutionary companion experience. We are currently looking for a Tech Artist to join us in creating a ground breaking companion game, pushing the technical boundaries for mobile gaming.
You will be part of the companion team, a tightly knit team of developers. Your tasks will vary between different areas, ranging from rigging to special effects. Quality and attention to detail is highly valued and you will work close to both programmers and artists.
You should be self-motivated and have a professional attitude towards work and colleagues, as well as being able to both give and take constructive feedback.
We can offer you a dynamic and fun environment, a friendly atmosphere, with a lot of creative colleagues and an exceptional quality of life in and outside of work!
Responsibilities
- High end and tablet effect asset creation
- Animation and rig LOD work
- Creation of scripts needed to improve workflows/pipeline
- Act as a bridge between artists and programmers
You as a candidate
To suit this position you must have a passion for games and a solid understanding of game creation and the underlying tech. It’s important that you can work independently within your area of competence and at the same time you must be able to work well within a team. As a person you are creative, team-spirited and result oriented. You should have very high standards and a mindset to create the best games ever.
Required skills and experience
- At least +3 years of experience with tech art
- Excellent understanding of an industry standard 3D modeling package, Maya is preferred
- Excellent understanding of texture and material creation
- Experience using node based applications
- Good English communication skills
- Solid scripting experience (mel, python or similar)
- A strong artistic eye regardless of background
- Team player, self-driven and highly motivated
Additional skills
- Rigging and animation experience
- Knowledge of FX tools and post processing
- Experience working with mobile platforms
Please note that we will consider only the applications with portfolio included.
About Massive
Longing to be part of a fun, creative and passionate workplace? We can offer you this and more in a meritocratic environment with friendly atmosphere and some of the best craftsmen of the industry! On top of that we have great support from Ubisoft and uncompromising commitment to remain a top quality AAA development studio. Are you up for it? It’s time to come aboard for the ride!
Massive Entertainment, a fully owned Ubisoft Entertainment studio, is a premier producer of games and interactive entertainment for the global market. The studio is located in Malmö, Sweden and has more than 250 passionate game developers working on several major titles of different genres. We take pride in our games and so far we have had great success with best selling games like World in Conflict, Assassin’s Creed Revelations and Far Cry 3. These titles have positioned the company as one of the most prominent development studios in the world.
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oooh! Mines! I Love mines!
P.M me when testing is due if you need another tester!

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Quote from knj
Those non round arches are something you are going for ? Every time you want to smooth a mesh in Zbrush, do a preview in you 3d package. And bare with me cause this might be hard, but in most cases don't just to the highest sub D level. just work on form and after that work on small details. Also those damage parts you did, are not looking any real - I was there so practice makes perfect ! Great you've started and keep up the good work
!Yeah I'm actually imitating a workflow someone else made simply to learn something new and get going. So you're saying everytime I smooth it I should bake out the textures and apply it to my lowpoly to see how it looks like?
Alright, start out with big shapes and then go for detail - noted.
Yeah, I'm having a hard time handling sculpting, even though I know how some things look its hard to make it so xD I'm trying to go for Torchlight 2 / Dota 2 handpainted look.
Thanks for the reply!

Edit 2: didn't see your reply until I finished this iteration, will take what you said in consideration for next pass.
Also here's an update:
[Blocked Image: http://i.imgur.com/wPavKhE.jpg]
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Havenn't read up on the whole thread yet but hell, these guys sure made a marketing gimmick.
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I think I never ever dared post any 3D art but here we go. I'm trying to learn Zbrush and this is my first real try.
Gonna post the progress here. Please critisise!

[Blocked Image: http://i.imgur.com/KCY45bb.jpg]
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Here comes our sixth blogpost! Just like mentioned in the last post there's been a lot of meetings and descision making going on. But of course we worked on the game too!
Hot Art!
As usual we start out with some splendid art - first out is Anders! What you are seeing is the pre-match lobby where each player in the lobby have an Acolyte each with corresponding team color. If you have customized your equipment this is where you will be the best place to showcase all your awesome cosmetics.
[email protected] (or post in the reply section.)
Thanks for reading all this!

/ Stefan
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That animated gif hits me right in the alien invasion feels!

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If anyone wants to do a kick ass sc2 mod, I'm all in!

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You should totally make a pad-version of this game, will work as a charm I believe.
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IRL Level Design seems very time consuming, GLHF!

Looking good!
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Mmh, so good you can almost taste it! GJ!
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Oh yeah there it is!
Hmm, another thing I noticed. Does a nydus fit behind the smoke vents in the main?
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It's probably intentional but I cannot seem to find a cliff-walker entry into the main.
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I added you Jack!
