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Looking for VFX Artist for 3D Medieval RPG

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Introduction:
Hello, my name is Jack. I represent SymmetryGames as the lead 3D artist and Director of Prevail, our latest game concept. I have decided to create this thread for one specific reason. Currently, our studio is looking for a Visual Effects artist for our latest game, Prevail. This position will be more clearly laid out below. First, I would like to explain some very basic things regarding our studio. Lately, our studio hit some turbulence. We were starting to lack a clear motive. With hard work and perseverance, our studio has begun to “bounce back”. Before I explain how we bounced back, I will explain the process in which Prevail will be created. After we officially complete pre-production 100%, (which should be in the next week or so), we will begin development on the animated portion of our Kickstarter Video. We have decided to use Kickstarter as well as the Unreal Engine Grant as our main source of funding. After the Kickstarter completes, we will begin development. More details on that area later. The real focus is on the Kickstarter Animated Teaser. The animated part of the Kickstarter video is supposed to convey a cinematic feel to our audience also known as potential backers. For this project to succeed, our Kickstarter needs to succeed. Back to how we bounced back, before this thread, I posted another similar one. That thread focused more on multiple types of artists needed, including VFX Artist. All of the required positions have been filled except for the VFX Artist. This posting is specifically for VFX Artists.


Basic Story/Details:
Prevail, as I stated before, is the game we are currently working on. I especially am a huge fan of 3D RPG games. We decided to create Prevail based around such games as DarkSouls and Skyrim. Prevail is set in a specialized medieval/dark age fantasy open-world. When we say RPG, we intend to include the full package. This means our game will include: Magic, Monsters, Medieval Fighting, Fantasy Weapons, Creatures, Adventures/Quests, Castles, Dragons, and more. We intend to create graphics that align with our principle of pushing the boundaries of modern game development. This means realistic graphics. Players play as a specific character, with the ability to customize certain attributes. The most important detail regarding the main character is his/her ability with pyro-magic. The main character is extremely skilled in using fire in many ways. This is very much incorporated into his/her fighting style. Although the player’s character is skilled in casting fire, their overall form is rough. Because of this, the player must learn to control their ability, or the consequences could be detrimental. Because the character was so powerful, society rejected him/her. At this time, the character is considered a “wanderer”. 
When the player begins the game, it starts with a cutscene where their character is traveling up a mountain in search of a new home/life. A few seconds later, the character drops down in the freezing cold. Luckily, an old wise man lives in the mountains right by. The old man takes the character in and gives him medicine. After a little lore, the character/player eventually gets his/her first quest from the old man and begins playing.
The big and extremely important twist in the game’s plot becomes evident roughly half an hour into the game. Essentially, the entire world’s border is what is known as the Frost. The Frost is a giant, deadly, blizzard that slowly moves in, consuming the huge world. The Frost moves in over the period of roughly 80-150 in-game days, although, that is subject to change. (1 Game Day=24 minutes). If a player or other life form stands in the Frost or near it for more than 30 seconds roughly, they will essentially die. On top of being able to battle, upgrade, and explore the vast world, the player eventually must save the world from certain doom. The metaphorical Frost symbol was countered with the player/main character being a pyromancer. We are currently open to any ideas and additions to the storyline.


Kickstarter/Development Details:
Before we begin development, we do plan to run a Kickstarter Campaign and Unreal DevGrant petition. Both will be used as the primary sources for funding Prevail. Both of those methods will require many detailed and interesting graphics. We are looking for those who are extremely passionate about their craft. The largest and currently most important sub-project will be our Kickstarter Animated Video. This video will contain a short cinematic teaser, in the beginning, followed by some basic in-game footage. We are currently working with our two programmers to create a very basic run around example. We estimate the Kickstarter will launch roughly in the next few months. As soon as our income sources finish, each member will be paid some Kickstarter royalties. After that, payment will become more frequent. Those who choose to work with us will also receive larger royalty payments post-game launch. Payment is not guaranteed, as our Kickstarter/DevGrant could potentially fail. We, of course, will do everything in our power to have that not been the case. As I may have pointed out before, this game will be developed in the Unreal Engine, with an added plugin for collaborative level design. After the Kickstarter/Grant finish and royalties are issued, we will begin with the creation of the main character’s base mesh. The player will be able to customize certain parts of the character. While this is going on, the world will begin development as well. Tests have already been created for the Frost and other large attributes.
    The other large important part of development is software usage. All employees must abide by our terms of employment document which will be issued later. The largest and most important part of the document states that all employees MUST use the commercial, non-cracked, version of any software they use. No restrictions regarding income are allowed. This means if your software only allows a certain amount of proceeds to be acquired, it cannot be used for our studio’s work.

Who are we looking for:
    This post, as stated before, is specifically for VFX Artists. We are not looking for any other type of 3D Artist, programmer, or music/SFX composer. The VFX Artist will be chosen based on many criteria, however, these are some of the large most important factors in no particular order:

Does the applicant include details in their response via email?
Does the applicant include a portfolio in their response via email?
Does the applicant have formal training, or are they able to make up for that with a significant portfolio?
Does the applicant have any major works that can be noted with large studios or brands?
The amount of overall software the applicant is proficient in.
The overall amount of experience the applicant has (i.e. 10 years as opposed to 2 years)

Just because you are not able to check off every single one of those factors does not make you unable to apply. The largest and most important factor that plays a role in our decision is your work/portfolio quality.


What the VFX Artist should be able to do:
    Being a VFX Artist for SymmetryGames means a few things. The first priority is to explain our definition of VFX Artist. When we say we are looking for a VFX Artist, we are not looking for a compositor, or Adobe After Effects specialist. The VFX Artist should understand the core fundamentals of creating 3D simulations. Those simulations include things such as realistic fluid/fire effects, particle rendering, cloth physics, rigid body dynamics and other similar things. Realism is one of our biggest concerns. Finally, the VFX Artist should be fully able to create realistic materials to render the simulations.
    It should also be noted that this job is very flexible. The average week for the VFX Artist is a commission of around 10-15 hours a week. Some scenes will require even less.

What we specifically look for in a VFX Artist’s portfolio:
Realism Realism Realism. A large part of our decision is based on how realistic the overall effect looks.
Quantity conditioned with quality. We also do look for how much overall work you have done. This is balanced by the aspect of quality. If you have multiple examples, do they all seem to have reasonable quality?
Does the quality of your portfolio vary? We need basic ensuring that all of your work has a reasonable standard of quality.



How to apply:
    Being an indie studio, we like to keep the application process simple. The best way to apply for the VFX Artist position is to send your portfolio and other basic info in an email to this mailbox: magdstudios@gmail.com


Conclusion:
    If you have any other questions or concerns please feel free to contact us with the email above. A thank you to all who have chosen to apply for this position in advance. Thank you for your time, - Jack (Lead 3D Artist and Director of Prevail)


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