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Battelfield 2: Australian Forces Mod

Forum

Hey, I'm an AIE grad who's been working on the Aus Forces Battlefield 2 mod with 3 other Aussies, and I thought I'd drop a line in here to see if anyone was interested in joining the team. :)
Since I'm too lazy to re-write it all, I'll just quote the post our team lead has posted on other forums. :P

quote:There's only four of us working on the mod team officially and we are looking at picking up a couple more people towards the completion of 0.3. When I say "officially", I mean people who we can really depend to see it through for the long haul. At this stage it is just an expression of interest, nothing more.

We are after highly-skilled individuals, who are trustworthy and have time to commit. Obviously we wish to maintain the high standards we have set ourselves, so if you think you can match the quality of BrotherEstapol and Beex in the modelling department, or Vando in the mapping departments, then it is worth applying. We don't have the time to be training people in the basics, so you will need to know your stuff, and be able to prove it to us.

What we require:
- Static mesh makers (making and texturing buildings and objects for maps)
- Mappers (making maps and generating navmeshes for existing maps)
- Animators (animating weapons and players)
- Low-poly Modellers (model weapons and vehicles typically under 5000 polys)
- Skinners (skinning uniforms, assets and static meshes)

We have a few conditions, one is that you cannot be working on any other mods, you can give at least six months of service to the mod, and that you are Australian. We can be flexible on that last one, but we would prefer to keep the mod produced by local mod makers.

So if you are interested in applying and have the necessary skills, or have applied in the past and been rejected or not responded to, feel free to leave a message in this thread and examples of prior work - or we may ask you to skin something from BF2 or make a model.

Website:
http://www.users.on.net/~arkanis/bf2/

Forum:
http://games.internode.on.net/forums/viewforum.php?f=66&c=15
With the "We don't have the time to be training people in the basics, so you will need to know your stuff" comment, that doesn't mean you have to know how to export stuff into BF2 if your making models and animations[url][/url]; we're happy to explain that to you if you don't know how. We just don't want be explaining to people about how to get polycounts down, or about unwrapping meshes or how IK works...you know, basic stuff.

So yeah, if you're interested, drop by in our [url="http://games.internode.on.net/forums/viewforum.php?f=66&c=15"]forum[/url], or drop us an email via our [url="http://www.users.on.net/~arkanis/bf2/"]website.[/url]

Cheers,

Estapol

Forum

Hey, I'm an AIE grad who's been working on the Aus Forces Battlefield 2 mod with 3 other Aussies, and I thought I'd drop a line in here to see if anyone was interested in joining the team. :)
Since I'm too lazy to re-write it all, I'll just quote the post our team lead has posted on other forums. :P

quote:There's only four of us working on the mod team officially and we are looking at picking up a couple more people towards the completion of 0.3. When I say "officially", I mean people who we can really depend to see it through for the long haul. At this stage it is just an expression of interest, nothing more.

We are after highly-skilled individuals, who are trustworthy and have time to commit. Obviously we wish to maintain the high standards we have set ourselves, so if you think you can match the quality of BrotherEstapol and Beex in the modelling department, or Vando in the mapping departments, then it is worth applying. We don't have the time to be training people in the basics, so you will need to know your stuff, and be able to prove it to us.

What we require:
- Static mesh makers (making and texturing buildings and objects for maps)
- Mappers (making maps and generating navmeshes for existing maps)
- Animators (animating weapons and players)
- Low-poly Modellers (model weapons and vehicles typically under 5000 polys)
- Skinners (skinning uniforms, assets and static meshes)

We have a few conditions, one is that you cannot be working on any other mods, you can give at least six months of service to the mod, and that you are Australian. We can be flexible on that last one, but we would prefer to keep the mod produced by local mod makers.

So if you are interested in applying and have the necessary skills, or have applied in the past and been rejected or not responded to, feel free to leave a message in this thread and examples of prior work - or we may ask you to skin something from BF2 or make a model.

Website:
http://www.users.on.net/~arkanis/bf2/

Forum:
http://games.internode.on.net/forums/viewforum.php?f=66&c=15
With the "We don't have the time to be training people in the basics, so you will need to know your stuff" comment, that doesn't mean you have to know how to export stuff into BF2 if your making models and animations[url][/url]; we're happy to explain that to you if you don't know how. We just don't want be explaining to people about how to get polycounts down, or about unwrapping meshes or how IK works...you know, basic stuff.

So yeah, if you're interested, drop by in our [url="http://games.internode.on.net/forums/viewforum.php?f=66&c=15"]forum[/url], or drop us an email via our [url="http://www.users.on.net/~arkanis/bf2/"]website.[/url]

Cheers,

Estapol