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Ginger Lord

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About Ginger Lord

  • Rank
    Veteran
  • Birthday 01/09/1987

Profile Information

  • Real Name
    John Crewe
  • Employer
    Cloud Imperium Games
  • Job
    Lead Technical Designer
  • Location
    Wilmslow

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  • Website
    http://www.johncrewe.com

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  1. We have lots of new art positions now available that we are looking to fill urgently, especially the following: Lead Weapons Artist Weapons Artists Lead Vehicle Artist Vehicle Artist Tech Artists Env Artists Associate Art Director https://cloudimperiumgames.com/jobs
  2. Semi interested, but not sure I have the time to go back and re-learn Source Engine on top of the day job.
  3. Source 2 SDK Closed Beta testing for Ricochet 2 maps to iron out bugs, Mapcore exclusive maps and free HL3 preorder.
  4. Getting our house valued today in prep for moving up closer to work. Hopefully a tidy profit when we sell it. So much stuff to pack....
  5. Also a level designer role available! https://cloudimperiumgames.com/jobs/228-Level-Designer Responsibilities: • Designing and creating fun, exciting, beautiful gameplay environments from paper designs/concepts to final quality using given tools of the engine • Working close with the Design Director and the design team to craft new gameplay experiences for environmental playgrounds and AI encounters • Working close with Environment Art to ensure a perfect balance between gameplay setup and visual direction • Working close with narrative design to ensure the story is carried well throughout the level • Contribute to design discussions and help solving complex design challenges within the games’ setting Requirements: • 3+ years professional game production experience • Previous experience creating high quality Levels for AAA games • Thorough knowledge of the game development process • Shipped (from pre-production to release) 1, large scale, 3D title (PC, current/next-gen consoles) • Excellent sense for design and creating outstanding user experiences • Focused, motivated and effective on all tasks through completion • Keep a positive team-oriented attitude • Be proactive and self-motivated, work without direct supervision • Ability to complete tasks within given time constraints • Excellent English communication and written skills
  6. [Updated 8th June, more positions in third post!] Hi all, Come work with me and Vilham! Looking for someone to help expand the Tech Design team here at Foundry 42, see below for the full spec: https://cloudimperiumgames.com/jobs/227-Technical-Designer Responsibilities: • Designing and prototyping game systems and gameplay features from concept phase to final quality. • Implement, balance and refine mechanics and art assets for use in Star Citizen. • Work to establish and maintain a Technical Design pipeline and keep clear documentation. • Be a role model within the department for cleanly implementing content with our design tools and scripting language. • Develop prototypes that clearly articulate the vision of the features for which you are responsible. • Pitch concepts, designs and full-proposals to project leads. • Partner with cross-disciplinary teams to execute game systems. • Review work at various stages of implementation to ensure the execution matches the vision, goals and quality requirements. Requirements: • Minimum of 2 years of game industry experience. • Knowledge and experience with a scripting language such as XML or Lua. • Ability to collaborate well with other team members. • Strong time management skills, with the ability to prioritize and meet deadlines. • Strong communicator, both oral and written. • Strong documentation skills. • A passion for playing games. • Experience using industry standard design tools such as CryEngine Sandbox, UDK or Hammer. Either apply though the website or contact me via PM for my work email and I'll pass it on
  7. You've always been able to do this and tbh its better for content creators that way as they'd get 100% of your donation rather than whatever small percentage was on offer. Working on Ham and Jam for years cost myself and Jed a good couple thousand pounds in various fee's for hosting, svn repros, servers etc and we were very luckily to have a few followers donate a couple quid consistently every month to cover this for years without getting anything back for many years. We'd never have charged for the mod anyway, its a mod and was a hobby and requesting payment for it puts you in a weird position where people expect a hell of a lot more and continued support.
  8. It's a great engine but there's a lot of tribal knowledge that without direct help from Crytek or ex-Crytek staff you'll struggle to achieve what the engine can produce. It's certainly harder than other engines to get to grips with (lack of documentation/support hinders a lot) but its a kind of self dependent circle. If more people used it, there'd be more documentation to help get more people in.
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