Project:Warcry looking for general programmer



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Joined: Mon Dec 10, 2007
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Location: Texas
PostPosted: Wed Aug 19, 2009 1:33 am Post subject: Project:Warcry looking for general programmer
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Brief description:

Project WarCry has been in the works since November 2007 and will be a 3D RTS game that focuses on strategy and a competitive online experience.
Secondary goal is to create a highly polished game that stands apart from its peers by being an original scifi universe with beautifully crafted design and a strong story to support it.
To sum it up, our mission is to create a fun real time strategy game that consumes players in a rich universe full of societies as unique in design as they are in lore.
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Target aim: Commercial

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Compensation: Revenue share
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Technology: NeoAxis Engine commercial SDK

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Talent needed:

Lead and General programmer(s):

We are looking for a very capable individual who is confident about his knowledge and abilities, strongly feeling he has a lot to offer in the business of game development. A person with a strong passion for gamedev, determination, experience, knowledge as well as TIME. Show the true extent of your abilities, realize your personal goals as well as forge your future right here at ElseWare.

Candidates can enjoy an atmosphere of mutual respect and and creative problem solving, where your ideas can play an integral part in the development of the next generation games and bring highly detailed artwork to life in real-time multi-user games.


Specialized Knowledge/Expertise Requirements:

• Must have at least 4 year experience with the C# language.
• Passionate gamer and creative problem solver.
• Excellent debugging and optimization skills .
• Ideal candidate will also be experienced with Ogre and/or Neoaxis.


Professional Attributes:

•Previous indie gamedev experience.
•Must be responsible and accountable; enjoys collaborating and follows through on multiple complex projects.
•Supportive, not just within the division but also cross-functionally supportive, with a roll-up-your-sleeves attitude towards getting things done.
•Able to listen to and implement constructive criticism.
•Well-organized and detail-oriented.
•Demonstrates excellent analytical skills.
•Thinks “out of the box” with ability to come up with creative solutions.
•Strong team player.

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Team structure:

  • Brandon- Producer
  • Vincent- Technical Designer
  • Juri- Lead 3D artist
  • Ibrahim- Creative Writer
  • Trent- General Programmer
  • Jajce85- Shader programmer
  • Schwager- Concept artist
  • Onimetal- Concept Artist
  • Lech- Concept Artist
  • Helios- Concept Artist
  • IronJoe- General 3D artist
  • Raphael- General 3D artist
  • Chuck and the Symphony of Specters- Composer
  • Rolland- Sound FX engineer


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Website: Elseware Entertainment
Forum: Project Warcry Index
Moddb page: Project: Warcry PC game - Mod DB

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Contact:
CV/Resume required.
jobs [-AT-] projectwarcry.com

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Previous Work by Team:

Our team consists of industry professionals as well as serious, experienced independent game developers.

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WHY JOIN US


* The project is using a powerful commercial engine - Neoaxis(managed C#). It is an incredibly efficient game engine framework build with RTS in mind. It is powered by the leading open source rendering engine Ogre3D.
* The objectives are very reasonable and our asset, progress is a solid proof of this.
* Serious, mature and stable project with two years of pre-production phase!
* The team consists of industry professionals as well as people with vast and successful indie development experience.
* Artistically secured! Very high quality art - 2d and 3d, ingame and promotional. 50+ units concepts, 30+ units models IN GAME! 9 soundtracks, several hundred SFX and a lot more.
* We fully understand and do our best to come forward towards individual needs and ambitions of our/new developers. Respectful, mature environment where your vision and ambitions can become true.
* During the course of two years we have invested over 10,000.00 usd from OUR OWN POCKETS into this project(contractors, members, tools, resource packs, licenses). Not many indies dare to do so.
* Weekly playable builds and an upcoming gameplay DEMO on horizon.
* An advanced, web based, unified indie development environment custom developed to overcome biggest problems developers face working across the globe.



Concepts and In-games:

Image
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Additional Info:

In Earth Year 2998, five great powers have come to the Orin System to wage war. Their motives are varied, ranging from the obvious to the inscrutable. Some seek dominion, and the expansion or survival of their empires. Another fights to protect the universe from a grave threat. Yet their methods are the same – brutal military force. And so fleets of warships drift across the heavens, and the planets teem with men and women ready to kill or die at the whims of their leaders.

Though the galaxy is vast, its black mantle studded with millions of blazing stars and billions of worlds, it appears that its fate may well be decided in this single system.

The PoM-Hyperion War

Ever since the human race was united under a single banner, its warlike nature has been directed outwards against its neighbors. The Protectorate of Man (PoM) has campaigned across the dark void for decades, sending forth its vast armadas, legions of ground troops, and Azeral – humanity’s ultimate weapon. A great war machine made in the image of man, permanently fused with an uploaded human mind, Azeral leads the Protectorate of Man’s forces of conquest and serves as a glorious embodiment of mankind’s dominance.

Planet after planet became part of the Protectorate’s interstellar empire. Many species of alien life vanished from galactic history before the unrelenting tide of human conquest, and others found themselves subjugated – millennia of autonomous civilization stripped away from them like the fragments of a beautiful dream.

When the Protectorate of Man encountered the Hyperion Empire, however, they found an enemy who would not submit to destruction or domination so easily. The Hyperions battled against the colossal human juggernaut, making them pay with spilled blood and wrecked vehicles at every step. Led by the Psygoth, their great warrior and commander, millions of Hyperions fought and died, desperately struggling to protect their place in the galactic order.

Yet for all their determination, all their courage in the face of a seemingly insurmountable opponent, the Hyperions lost system after system to PoM forces. Doom seemed to settle upon them like a burial shroud, certain to smother the fire of their proud empire. It was in this dark time, faced with utter destruction, that the Hyperions screamed for aid. For the first time in their history they sought allies, forced to acknowledge that they could never succeed on their own. At first their cries went unheeded. No other species wished to bring the wrath of mankind upon themselves, and earn the same grim fate as the Hyperions. Then the Jucati answered. They were a vile and repulsive species, loathed and shunned by all forms of intelligent life. Under any other circumstances the Hyperions would have responded to their offers with scorn if not outright violence. But with the specter of annihilation looming over them, they had little choice.

And so the Hyperions and Jucati stand together in the Orin System, the new frontline in the war, vowing that the Protectorate of Man will go no further.

The Threat from the Rift

While the eyes of the galaxy are upon the war raging between the Protectorate of Man and the new Hyperion-Jucati alliance, other forces have also come to the Orin System.

For hundreds of thousands of years, long before any other species ventured forth from its native ball of rock, the Mor’Rossan have attempted to guide the universe towards a future of collective peace and prosperity. Through diplomatic efforts they brought an end to many conflicts, and averted countless disasters which threatened one race or another. When peaceful means failed, they resorted to warfare – bringing their advanced technology and masterful military tactics to bear. For the Mor’Rossan are no pacifists, and understand that fighting is sometimes necessary to ensure the triumph of good over evil.

The Mor’Rossan would perhaps have intervened in the PoM-Hyperion War, had they not been faced with a far greater threat to the galaxy.

It began with the opening of the Rifts, deliberately generated wormholes designed to allow ultra-fast travel across space. The Mor’Rossan had developed the Rifts to usher in a new age of interstellar communication and cooperation. Their goal was to turn the galaxy into a single community, its inhabitants able to speak and trade with one another regardless of the vast expanses of blackness which might separate them. But when the Rifts blinked open, a malevolent force issued forth.

The Order arrived in the galaxy from some unknown quarter, a mysterious race which shunned all attempts at communication and immediately attacked the nearest Mor’Rossan outpost. The assault was almost inconceivably quick, over long before the defense fleets could move to aid the planet. When they finally arrived, they found a ruined world which had been harvested for its technology. The Mor’Rossan science teams determined that the Order were a techno-phagic species, which sought to assimilate new technologies – destroying anything which stood in the way of this goal.

It was clear that such a species could not be permitted to live. The Mor’Rossan mobilized their forces under the command of Master Lo, their greatest warlord, and pledged to bring an end to the horror which their own experiments had unleashed. The Order had moved on quickly after the destruction of the Mor’Rossan outpost, seeming to flee from Master Lo’s fleet. But shortly afterwards their spire ships appeared above the outer planets of the Orin System, perhaps attracted by the martial technology of the three races which fought there. Master Lo followed the Order to the Orin System, and now prepares to make his move.

Two conflicts of galactic importance. Five powerful races. No one knows what will happen, but all realize that planets will burn, and billions will perish. The destiny of the universe is about to be decided.


Last edited by LOK on Sat Feb 20, 2010 1:29 am, edited 5 times in total.


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PostPosted: Fri Aug 21, 2009 8:56 pm 
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i'd love to join you guys, but i don't have much experience in the level design field, but i have a feeling that i can do wonders for you guys :D

 
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PostPosted: Sat Aug 22, 2009 12:05 am 
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After reading that compensation uses infamous scary words like: revenue sharing, and possible compensation. Yet you are always looking for serious, talented, motivated, and passionate individuals!

A simple question: What do you plan to do if the game gets popular? You mention things like compensation because I assume you would sell the game but in that scenario who owns the intellectual property to the game? How would the profits be split up? Who would you trust to pool all the money from sales and then split it even without skimming anything "off the top"?

I have the utmost respect for the passion of wanting to make a game, but you need to take this a little more serious than making a mod for some other game. If you plan on selling your product, and expect other people to play it you need to work out some details.

Good luck in your development :)

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PostPosted: Sat Aug 22, 2009 1:49 am 
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Max I've followed these guys for a while. Rest assured they seem to know what they're doing.


I'd like to join, but I'm pretty useless :P

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PostPosted: Sat Aug 22, 2009 1:51 am 
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Looks cool but that doesn't stop making "revenue sharing" a scary phrase :D
If I spend the time to make a awesome battlefield for them I want to be paid for it because I am a serious, talented, motivated, and passionate individual.

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PostPosted: Sat Aug 22, 2009 5:22 am 
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Anyone interested can apply through one of our email clients or on our forums, just be sure to make a strong case for your self :)


I'll agree with you on that, Maxwolf; Revenue share is scary! It basically means you’re working on faith that you will be compensated, which is something any experienced indie developer is hesitant to do (and rightfully so!).
We've been working on project: Warcry since November 2007 and over time have established a very strong core team of developers who all play their role in keeping the game on track and on time. While we do have developers that come and go, the core members stay the same and are experts in their field. My role is the producer; I fund the project and created the original concept.
Although we don’t like to distribute the knowledge openly, I’ll post a brief snippet of our compensation plan.
Elseware Entertainment, Inc. owns all rights to the intellectual property Project: Warcy. Developers only get monetary compensation from this project, and not any future installments, merchandise or other form of revenue.
So how do we keep track of who gets what? We now have a very efficient automatic task tracking system that keeps record of all tasks completed and logs them according to our milestones. So, whenever a developer request a task that task is assigned to them and when they complete the task (Meaning it is approved) that member has a record of all task completed by them. Task competed are translated into a point system so that a programmer that has spent six months working on our AI system doesn’t get the same points that a 3D artist that finished a wall prop in four hours gets. Developers can pick and choose what task they wish to complete and collect these shares to increases their profit share. This means that someone who bust their balls to get the game done is not awarded the same compensation that someone who just started the project and done a small part receives.
In the end, shares are calculated and percentage of profit is allocated. Developers then sign off that they agree to profits awarded and a third party banking institute will be used to automatically distribute profits monthly to the developers bank accounts, in this way everyone gets what is coming to them.
Elseware Entertainment, Inc. receives 35% of total profits during the games lifetime. This also includes all marketing and distribution cost, so a total of 65% of shares is available for developers to earn.

Project: Warcry will not be a title to fail, for one I’ve already invested way too much into it and two because our core team of developers all have absolute faith in the project and the knowledge/experience to see it through.

I hope that clears up some concerns, rather than just raise more.

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PostPosted: Sat Aug 22, 2009 9:32 am 
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Now that is something I could get behind. When we finish Incognito Episode2 in December I will be sure to see how things are going and if we can contribute anything :)

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PostPosted: Mon Aug 24, 2009 12:57 pm 
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Great, we'll still be around in December, and should have some awesome promotional material by then.

We've found our lead Level Designer. Thanks to all that submitted applications, there were a lot and I believe we answered them all. We will be recruiting for additional level designers some time in the future, but for now we just need one person to learn all he/she can so that this person can lead his/her team with efficient knowledge.

Thanks again, NA forums!

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PostPosted: Mon Aug 24, 2009 1:45 pm 
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The machines' designs are really cool.

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PostPosted: Tue Aug 25, 2009 7:24 am 
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Haha, last night I had a dream and this game was announced as Blizzard's next big game. >_>

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PostPosted: Tue Aug 25, 2009 7:19 pm 
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We eat Blizzards for breakfast :P

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PostPosted: Wed Feb 17, 2010 9:37 pm 
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Update!We are now looking for a general programmer!

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PostPosted: Mon Mar 08, 2010 10:41 am 
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Would you also hire foreign programmers? I mean, would it be possible to work from Italy, for example, sharing the code through svn?

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PostPosted: Thu Mar 11, 2010 4:06 pm 
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It certainly is possible. We have developers from around the world and have established a pretty smooth system for sharing all code and assets. If you'd like to hear more about the project or have any questions that require an in depth answer feel free to contact me personally at lok_76544 at hotmail.

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