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Jeremy

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Everything posted by Jeremy

  1. Here is what the map script syntax will look like once we put the new update out:
  2. Hey there, Currently the bot visibility already takes fog into account, but clearly it's not perfect. What we are going to implement, and include in the next patch, is an ability to override the max view distance of the bots on a per map basis. This way you can basically declare that bots should never be able to see past X units no matter what. Thanks for bringing this up. Cheers
  3. Hey all, We're hard at work over here on Insurgency 2 and need some help on the environment art side. Compensation will include monthly pay as well as profit sharing. Responsibilities • Creation of high quality props and textures to help make our environments as consistent and high quality as possible. • Create other important aspects of a 3D game environment including collision models and LODs when necessary. • Work with our producer to establish strong communication with our team that is based in Denver, Colorado. Qualifications • 2+ years previous experince in the video game industry. • A portfolio that demonstrates excellent environment art skills. • Experience creating normal maps and applying shaders. • Excellent understanding of optimization and Source Engine's material and model pipeline. Please send all applications with examples of work to jobs@newworldinteractive.com. Thanks!
  4. Hey Frie. Vermont has an emerging digital media scene that I want New World to be a part of. Burlington is a great town, and I went to school there for 4 years. I'll have a lot of resources and connections at my disposal there with universities and also the state, which has offered us many incentives. Still at Crytek? They treated us pretty well at the GDC and I drank with a few of em at the Big Point/Playboy party
  5. Hello all, Some of you may or may not remember me from Red Orchestra and Insurgency, but I was the original producer of both. I've recently started a company called New World Interactive and we're currently in the process of prototyping a game on CryENGINE 3 about drug war and revolution in a fictional Caribbean/Central American country. We are looking for a Lead LD for this project. The position will at first be contract based, but the applicant must be flexible and willing to relocate on-site within the next 6 months. We will likely set up our office in Brooklyn, NY. Requirement - Years of legitimate level design and environment art experience with impressive samples of previous work and a lot of time to dedicate to this over the next few months. Ideal - Experience with CryENGINE tech/pipeline. Interested? Shoot me an email - jablum 'at' newworldinteractive 'dot' com
  6. Hey guys, Wasn't aware of this thread The story is essentially an international revolution that starts in America where the sides are essentially our generation vs. authorities. The gameplay is a mix of first person and cover-based, with a reward system where you get money over time and with this money you can buy new weapons and upgrades (as many as you want) and other items from the Black Market. I won't tell anything else since some of the details are still being ironed out, so you'll have to wait for the official website launch which will probably happen after we already have a solid internal release (in the next few months). Things are coming along quite nicely. We can however use a few level designers with UnrealEd experience to work on maps located in New Orleans and San Francisco in the year 2020 or so. If interested don't hesitate to get in touch with ShadowM8 as I'll be in Israel for the next 8 days. Thanks
  7. I think Goldeneye should be #1 And I think Rainbow Six and Operation Flashpoint should be on the list
  8. steppen, did you steal a tester's sig?
  9. It varies based on what scene your modding. John's theory applies nicely to Unreal because RO was one of the very few quality mods released for it. Erik's theory applies nicely to Half-Life (2) because there are a lot of quality mods being worked on for it.
  10. Yeh
  11. nice work. sharpen the surface textures more perhaps
  12. Looks pretty good
  13. can you make the water say...80% opaque instead of 100%? Would look much better imo.
  14. mmm, time to start learning to skin D:
  15. sexy, get that ram now plz
  16. I like small groups/projects as well. The only problem is, you need a big team nowadays in order to accomplish something of relative size.
  17. cool stepp
  18. lol, hurray for intelligent comments
  19. Well, Insurgency needs to fill some positions. However, the only one that can really be applied to this forum is for prop artists. :-o Here's a little background for those of you that don't know much about the mod: Insurgency Mod is a modern infantry combat total conversion for Half-Life 2. The website is at http://www.insurgencymod.net - you can find much more information about us including features, FAQ, and general information here. We have quite the talented and experienced team running the show at the moment. Some of our members have worked on the following highly successful projects: Day of Defeat for Half-Life (www.dayofdefeat.net), Red Orchestra for Unreal Tournament 2004 (www.redorchestramod.com), Desert Combat for BF1942 (www.desertcombat.com), and the German Front for Call of Duty (www.germanfrontmod.de). Here are the requirements for this position: Level Design Prop Artist - 2d (2) Requirements: -Experienced skinner with the ability to make photo-realistic props to be used within levels. -Hard Worker Appreciated -Knowledge compiling textures for the Source Engine -Ability to model or unwrap -Experience working on a previous mod team We currently have only a few jobs to fill in our team. Reaching full-development on the mod, we are seeking dedicated, hard working individuals that possess a keen interest in the concept of the project; who are able to work at a rapid pace. If you feel that you meet these requirements, and find Insurgency compelling, please contact us with regards to the above opportunity. Those of you that hang out here know that we have a lot of staff that are a part of this community, and look forward to any new applicants who might be interested in helping out Thanks!
  20. sup dan/pinky/algor whatever you go by nowadays
  21. no crosshairs + iron sights being used by a retail game, gg. gj Mike and tell the RO guy(s) there I said HI
  22. It looks really good, sweet work
  23. very nice looking
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