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  1. Valandil is looking for a few dedicated developers to fill our ranks, the positions that we have available are listed below. Some more detailed information on the project is also available. Project Overview: Valandil is a medieval themed modification set within a fictional world. With a variety of gameplay styles and an intuitive combat system unlike anything you've seen before, we are really trying to push the genre in new directions. The project was started a little over 18 months ago, but was canceled at the end of last year when an independent developer contacted us. That didn't work out as we had hoped, so we're back for 2006 with a new team, a more professional attitude and a fresh outlook. Currently we're keeping a lot of our work under wraps. With a highly talented team of dedicated developers, we'd prefer to reveal our game with a big bang than to spill the beans early. Available Positions: Examples of work must be given when applying for any of the positions listed below. All team members must be able to meet deadlines, provide regular updates on their progress and work with a mature and enthusiastic attitude. Texture Artist & Model Skinner Must have experience with an industry standard art package (Photoshop, Paintshop Pro etc) Key skills should include (Texture Artist): [*:2wcano54]Creation of both interior and exterior texture sets [*:2wcano54]Creation of normal, specular and height maps [*:2wcano54]Ability to compile and fully implement Source materials [*:2wcano54]Ability to work to a level designer's specifications [*:2wcano54]Level design experience is also a plus Key skills should include (Model Skinner): [*:2wcano54]Creation of realistic and believable textures for medieval themed models [*:2wcano54]Ability to create UVMaps from finished models [*:2wcano54]Modeling experience is a plus [*:2wcano54]ZBrush 2 experience is a plus [*:2wcano54]Ability to create normal, specular and height maps is a plusLevel Designers Must have experience with the Valve Hammer Editor. Key skills should include: [*:2wcano54]Creation of detailed interior and exterior environments [*:2wcano54]Clear understanding of: [*:2wcano54]Lighting techniques [*:2wcano54]Level optimization (VIS blocking etc) [*:2wcano54]Use of detailed brushwork [*:2wcano54]Base entities [*:2wcano54]3D skyboxes [*:2wcano54]A passion for fantasy & medieval environments is a big plus [*:2wcano54]Modeling experience is big plus (creation of props) [*:2wcano54]Creation of textures is a big plus Model Animator Must have experience with an industry standard modeling and animation package (preferably 3Ds MaX/CS) Key skills should include: [*:2wcano54]Understanding of the movements applied in melee combat [*:2wcano54]Able to animate natural and realistic movement [*:2wcano54]Knowledge of how Source works with animations [*:2wcano54]A complete Motion Capture set would be a nice plus! :wink: Prop Modelers Must have experience with a high end modeling package Key skills should include: [*:2wcano54]Ability to create believable and realistic medieval themed objects [*:2wcano54]Able to work to a level designer's specifications [*:2wcano54]Creation of UVMaps from finished models [*:2wcano54]Model texturing/skinning experience is a big plus [*:2wcano54]Level design experience is a plus Graphic Artist Must have experience with an industry standard art package (Photoshop, Paintshop Pro etc) Key skills should include: [*:2wcano54]Creation of menu graphics and layouts [*:2wcano54]Good grasp of medieval & fantasy themes and artistic conventions [*:2wcano54]Creation of web graphics is a plus [*:2wcano54]Experience working with ingame sprites and decals is a plus Contact Information Applications should include the following details about yourself, along with examples of work and any extra information you feel could be of use. [*:2wcano54]Age, location and occupation [*:2wcano54]Availablity (in terms of how often you are online and able to work) [*:2wcano54]A short personal bio is nice, but not required.Applications and examples of work can be sent via e-mail to [email protected] You can also contact us via IM profiles and IRC, details below. Bill Lowe: MSN : [email protected] AIM : billo14787 Pål Trefall: MSN : [email protected] AIM : Val Trefall Our IRC channel is #valandilmod on the GameSurge IRC network. Bill Lowe & Pål Trefall Valandil Project Leaders
  2. Bill


    sexy as hell :!:
  3. Bumping this up, we've taken on a few new people but we're still in need of several skinners.
  4. Bill


    that sure does look a lot like da hood, where's the caddy's with hydros? bleh i like detail (the paving slab) probably better than de_ungarn
  5. The HL2 mod which I'm the leader of, Valandil, is in need of several talented 2d artists, we have a range of models being produced that need skinning, and we're also in need of experienced texture artists to join the team and begin producing work before HL2 is released. Secondly we're looking for level designers to join our team, experience with WC/Hammer is a must and having at least one or two released maps would be ideal. So if you're interested please e-mail examples of work to [email protected] or contact me via MSN, AIM, ICQ or on our IRC channel; #valandilmod on gamesurge. Head on over to http://www.valandilmod.com/ to see what we have done so far.
  6. Bill

    my first map

    What these lovely gentlemen are trying to say is, do some tutorials and learn a bit more, but most importantly don't give up when you get the piss ripped out of you on mapcore. :wink:
  7. Bill


    This has to be one of best looking maps I've seen, it's just a shame it's for CS an not DOD. You should make a hostile intent version of the map, that I would love forever.
  8. I feel the best game of the year coming on, next to Hl2. I just wanna do crazy shit with the bmx. Ridebys should be funny, can't wait to hear the soundtrack, and the voice acting. It's early 90's, they better have some jungle on the radio somewhere. Ohh that's a uk thing aint it Damn.
  9. Surely the drop shouldn't be that harsh? Apart from HUD size change you could always compensate with lots of FAA running at 800x600
  10. I think they must be doing one soon, since many people will be in the same situation, not knowing how well it will run or whether it's worth the cash. Anyway I've got some screens of D3 running on my XP2000+, 512Mb DDR, GeForceTi 200 64mb. (I know) Runs perfectly playable on medium with all of the advanced options turn on except for vsync. 800x600.
  11. Lovin' D3 on my ubershit PC, runs ok actually and hasn't failed to scare the crap outa me even in super ugly settings (or whatever D3 thought was best for my spec) ID has delivered, but I was expecting a slightly more epic feel for a game this big, but I suppose that will come later. I LOVE the in game computer screens and whatnot, and the way that the whole game, out of game menus, loading screens, PDA and action all fit together so nicely, really creates a nice atmosphere. Do not play after a night at the pub at 3am with earphones on in the dark
  12. What's this? EA not selfishly pushing on developers to releases their games early? *cough*black&white*cough* I'm more exited about Brothers in Arms, because that actually looks good, granted PA will be good action packed and well made, but we all know BIA will be better, you only have to look at it.
  13. Well basically our idea is to have the model randomised when you choose a type of sword, because not all two handed swords are the same obviously, so instead it's randomised each time you change/configure your class. I'm going to try my hand at skinning the swords pretty soon, the closest I've done to skinning is making the "l337 cr3w" player model on CS have a blue top with adidas stripes on it about 2 or 3 years ago, but I think I'll be able to get some good results since I've reasonably proficient with Photoshop. POVRay is proving to be better than I expected, the coder on the mod is working it out and has produced some fairly nice renders of the swords so that's that problem solved for now.
  14. Well I'm not a modeler, I don't know how to spot bad modeling, or mistakes/downfalls. Please, do point out what's wrong with the models seen on our site, I won't be hurt by you pointing out faults in someone elses work. I'd rather people were just honest as opposed to just laughing and not saying why.
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