About Our Project:
Attention Animators,
We are seeking animators to join our team and finish developing Hanako - Soul of the Samurai. You must have experience working with Biped in 3ds Max, experience with the FBX (or ActorX) pipeline. Working side-by-side with riggers to make sure your characters are made appropriately with them is preferred.
About our project
The game started as a college project back in 2007 for UT3 and has since evolved into a full-fledged UDK and now UE4 indie title with a dev team including numerous industry veterans, high-skilled designers and up-and-coming artists dedicated and passionate about delivering this game to the world. The game has caught the attention of Epic Games, and we're working diligently with them to make sure our game is a success.
Hanako has evolved into sort of a hybrid art game and immersive multiplayer experience with an art style reminiscent of Japanese-style classic art with a next-gen triple-A quality feel (not quite as extreme as Okami, but not as gritty and realistic as say BF or COD).
As far as gameplay goes we are aiming for fluid, engaging sword fighting and archery with fun class-based abilities and variety based on a range of influences. The design is very mature and has years invested into it, it's been picked apart, put back together ten times over so we are very confident and passionate about executing it.
Gameplay Video (April Fool's Gamemode):
https://www.youtube.com/watch?v=eRoTzWAR3gs
Animator Preferences:
- Experience with 3ds max Biped/Animation
- Experience with UDK/UE4/Game Engines
- Familiarity with FBX pipeline and exporting caveats
- Strong communication skills, especially working with riggers.
If you meet most of these send me an email/message anyway if you're overly interested with your portfolio/work samples.
Here's our most recent pre-alpha footage:
https://www.youtube.com/watch?v=eRoTzWAR3gs
E-mail:
matt@mpactgames.com
Website:
http://www.hanakogame.comhttp://www.indiedb.com/games/hanako-soul-of-the-samurai
Check us out and we'd love to have you on our team.
Everyone always asks about payment, and I do agree all talented people should be paid for their talents and contributions, we are operating with NO budget and are offering royalty shares that are fair (will be negotiated later in the project) and split among contributors. Those who leave the project prior to completion will only be due an average contract rate for the estimate hour equivalent of their work in lieu of persistent payment that those who remained on the project for its entirety will receive. That's our policy we feel is fair. In the event the project is a huge success and a full-time studio is born out of it, job offers may be part of negotiations for contributors as well. But we're doing this out of passion and love for the project, so help us get it done first and let things fall into place. The game stands for loyalty, honor, respect and fair treatment and that holds true as a team and indie studio to be fair with contributors. We may at some point do a kickstarter so we can contract out one-off tasks so this portion won't apply to them.
Replies
I only know how to animate in modo though (as of now), and have only done one animation cycle in my life.
Transitioning to 3ds max animation should only take 1-2 days to learn however, most 3d applications are similar, and I actually have 3ds max installed. Here's a human that I've sculpted in zbrush, retopo'd in modo, rigged and animated in modo. https://www.youtube.com/watch?v=tcdOWFNoBFM
anyway, send me a PM if no one else more qualified wants to work on this.