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GLORY™ - FPS RPG - Vacancies Thread

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Project Introduction

GLORY™ is a living world FPS RPG from a fresh yet veteran development studio based in Sydney, Australia with an internationally-diverse staff.

Set in the future during a War of Apathy which threatens to end Earth, you are a pilgrim sent to explore New Gloria -- an uncharted galaxy cluster with the potential to be a stronghold for the humanity's future. After a rough landing, you find yourself on Ferramor, a place with somehow more evil and despair than back home. Can you find hope and a home for humanity? Our Glory awaits.
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About Team Reach:

The team at Reach Game Studios have previously worked on blockbuster franchises such as CALL OF DUTY®, UNCHARTED®, and DARKSIDERS®. We are planning to release GLORY on Xbox One, PlayStation 4, and PC, and we have active relationships with both Microsoft and Sony.
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Vacancies:
  • Art Director
    As an Art Director you will be responsible for the Art Department of the studio, including future art direction of the studio's titles.

    You should:
    • Have an extensive background as an artist.
    • Be an excellent communicator with a solid grasp of the English language.
    • Be a good critic but also a good team player: taking ideas and inspiration from your department
    • Be a strong leader and focus your team on your department's tasks.



  • Lead Character Animator
    As a Lead Character Animator you will be responsible for the rigging and animating of a number of characters: including bipedal humanoid characters as well as creatures (four-legged and beyond).

    You should:
    • Have a solid animation background with extensive experience rigging and animating characters.
    • Be a solid communicator and team player -- able to work with various departments, give opinions and take criticism well.
    • Experienced with a range of animation software.


  • Concept Artist
    As a Concept Artist you will work with the design and narrative teams to come up with visual concepts for a range of scenarios: such as characters, environments, or props/weapons/armoury.

    You should:
    • Be an excellent artist, being able to work in a number of styles to come up with an appropriate concept.
    • Be a good communicator. This role involves liaising with a number of departments so it is crucial you can communicate with them effectively.
    • Be an efficient member of team who takes the initiative and can manage their time effectively.

  • Character Artist
    As a Character Artist you will bring characters in our world to life. A keen and flexible 2D and 3D artist, you will take concepts (and sometimes design your own) to 3D, ready to go to animation and then implemented in-engine.

    You should:
    • Be a good, multi-talented artist with previous experience creating both high-poly and low-poly 3D models of characters.
    • Be a good communicator, both when dealing with fellow artists and with other departments: such as narrative or design.



  • Level/Environment Artist
    As a level and environmental artist you will don the hat of an artist and a designer, working on levels and environments and implementing them in-engine.

    You should:
    • Have experience with the UE4 (or similar) level-design pipeline
    • Have experience with modular level design, but also know when certain elements require a hand-crafted touch.
    • Be an excellent communicator, being able to translate design and narrative concepts to in-game assets.
    • Have a great imagination: you'll be bringing a vast open-world to life.


  • Lead Weapons/Armoury Artist
    As the Lead Weapons and Armoury Artist you will work with the design and narrative teams to create weapons and armoury for enemies, player characters (loot) and other scenarios.

    You will take these pieces through the entire process: from concept to model to animation to implementation, so it is important that you are a flexible artist with experience across the pipeline.

    You should:
    • Be an excellent, multi-talented artist, working across the pipeline to bring ideas to life.
    • Be an excellent communicator and have great time management. You'll be liaising across departments to come up with weapon and armour concepts.



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Application:

To apply please email jobs (AT) reachgamestudios (DOT) com. Please include links to previous work.

While this is a royalty project for the time being we are very shortly entering our pre-order campaign which will result in a flow of income for the studio.

Our team has shipped commercial games before and we are confident of our ability to develop and produce a high-quality product.

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