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Space game looking for artists & shader specialist

Forum

Hi folks, our team, Reactor Interactive, is after a few more people to help us with finishing our multiplayer space combat game, Sector 13. These positions are currently unpaid but we are a focussed team with a solid & achievable plan for turning this into a fully-funded venture.

We were originally after two artists - we are now also looking for a shader specialist (Ogre experience a plus).

Please see below for more information.

Cheers,

Mark/CW

The Game:
Sector 13 is a multiplayer space combat game. It takes place in an area of space known as Sector 13, which is completely controlled by gargantuan mega-corporations with fleets of starships that could rival that of the Galactic Confederal Navy. These four corporations, Ptolaman-Triton Defense Systems, Daetrexx Enterprises, Inc., Scuvelli StarTech Corporation, and Reinaare Consolidated Industries, have battled for ultimate control of the sector for generations. The player is a starfighter pilot for one of the corporations, and finds himself sent on numerous melees and dogfights to gain control of small pockets of space, defend convoys, capture and recapture solar systems, and generally try to reduce the value of the competing companies' stock.

What we already have:
* a detailed back-story done by our 3 professional writers
* a complete design document, down to detailed ship specs, asset lists for missions & arenas of play etc
* a project manager
* an art team (3 artists - we're ideally looking to bring this up to 5-6)
* a programming team (6 programmers)
* sound and music people
* most of the ships and all the UI art complete
* excellent collaboration tools (including http://www.groove.net which totally rocks [:)])
* a demo submitted for this year's IGF (http://www.igf.com/)

What artists would be involved with:
* capital ship modelling/texturing
* scene geometry (space stations, bases, asteroids, level design)
* sky art (stars, planets, nebulae)

What the shader specialist would be involved with:
* writing bloom effects, bump mapping, environment mapping, light maps, HDR rendering - lots of eye candy to go with the gameplay!

Prospective team members would ideally:
* have an interest in working as part of a highly collaborative team
* like the idea of working on a space-based shooter
* have time to devote to working on the game (15+ hours a week)

Artists requirements
* a high degree of proficiency with 2D tools (Gimp/Photoshop/PSP)
* a high degree of proficiency with 3D tools (3ds/Maya/Milkshape)
* a broadband connection would be ideal

Shader specialist requirements
* Shader code would ideally be the first langugage you ever learnt (English could come in handy too, however!)
* Ogre rendering engine experience would be great
* A dev box running VC++7.1
* Experience with C++/STL/boost or interest in improving in these areas (we have some highly experienced staff so plenty of opportunity for mentoring etc here)
* A broadband connection is important as we have 2-3Gb of groove workspaces & SVN repository

Website:
http://www.reactorinteractive.net

Interested?
Please get in contact with Drew Clark (dclark@reactorinteractive.net) or myself (markkj@reactorinteractive.net)

Forum

Hi folks, our team, Reactor Interactive, is after a few more people to help us with finishing our multiplayer space combat game, Sector 13. These positions are currently unpaid but we are a focussed team with a solid & achievable plan for turning this into a fully-funded venture.

We were originally after two artists - we are now also looking for a shader specialist (Ogre experience a plus).

Please see below for more information.

Cheers,

Mark/CW

The Game:
Sector 13 is a multiplayer space combat game. It takes place in an area of space known as Sector 13, which is completely controlled by gargantuan mega-corporations with fleets of starships that could rival that of the Galactic Confederal Navy. These four corporations, Ptolaman-Triton Defense Systems, Daetrexx Enterprises, Inc., Scuvelli StarTech Corporation, and Reinaare Consolidated Industries, have battled for ultimate control of the sector for generations. The player is a starfighter pilot for one of the corporations, and finds himself sent on numerous melees and dogfights to gain control of small pockets of space, defend convoys, capture and recapture solar systems, and generally try to reduce the value of the competing companies' stock.

What we already have:
* a detailed back-story done by our 3 professional writers
* a complete design document, down to detailed ship specs, asset lists for missions & arenas of play etc
* a project manager
* an art team (3 artists - we're ideally looking to bring this up to 5-6)
* a programming team (6 programmers)
* sound and music people
* most of the ships and all the UI art complete
* excellent collaboration tools (including http://www.groove.net which totally rocks [:)])
* a demo submitted for this year's IGF (http://www.igf.com/)

What artists would be involved with:
* capital ship modelling/texturing
* scene geometry (space stations, bases, asteroids, level design)
* sky art (stars, planets, nebulae)

What the shader specialist would be involved with:
* writing bloom effects, bump mapping, environment mapping, light maps, HDR rendering - lots of eye candy to go with the gameplay!

Prospective team members would ideally:
* have an interest in working as part of a highly collaborative team
* like the idea of working on a space-based shooter
* have time to devote to working on the game (15+ hours a week)

Artists requirements
* a high degree of proficiency with 2D tools (Gimp/Photoshop/PSP)
* a high degree of proficiency with 3D tools (3ds/Maya/Milkshape)
* a broadband connection would be ideal

Shader specialist requirements
* Shader code would ideally be the first langugage you ever learnt (English could come in handy too, however!)
* Ogre rendering engine experience would be great
* A dev box running VC++7.1
* Experience with C++/STL/boost or interest in improving in these areas (we have some highly experienced staff so plenty of opportunity for mentoring etc here)
* A broadband connection is important as we have 2-3Gb of groove workspaces & SVN repository

Website:
http://www.reactorinteractive.net

Interested?
Please get in contact with Drew Clark (dclark@reactorinteractive.net) or myself (markkj@reactorinteractive.net)