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Modelers Needed for Periculum

bnewsom
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Hi, I'm Brad Newsom, Founder/CEO of a soon to be official LLC company, Vigilant EC. I am also the project leader of this Half-Life 2 project, "Periculum: A Science of Horror".

Periculum has been in production for over a year, and we have made good progress in production. You can check out our website here, but we are having a premiere press release in september, so right now the site is down until the release. You can check out the forums too to see whats happening as of late.

Here is a small piece of the story which sets the mood for the whole story:
"In the city of Colorado Springs, Colorado, a massive snowfall has arisen encasing entire homes with snow and ice. This strange phenomenon has never occurred in Colorado, nor anywhere in the United States before. A young man named Rolfe Harkom, is trapped in his mountain side home with his daughter and his sickly wife. Though one night, Rolfe finds vast tunnels in the basement, which pulls him into an adventure he will never forget."



With that out of the way, here is some more information on the project:

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Early Promo art of the "Masher" monster.

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Concept art of the "SSI-1405", nicknamed "Bender". This shows some concept of how this character works.

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Early Promo art of a trio of monsters in the game.

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New Promotional Poster of the Main Character, Rolfe, and the Monster, "Masher".

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Art piece of the Super Soldier character

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Concept art of the Super Soldier character

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Masher evolution concept

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Art piece of the story's hero, Rolfe Harkom.

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Final Version of the Replicator, Promotional Image

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Final Version of the Masher, Promotional Image

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Colored Concept of the Masher

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Very nice Colored Piece of the Masher in a Trench Coat


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Colored Concept of the Replicator Monster.

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Another Art Piece of the Replicator Monster




Here are areas of work we are looking for:

3D Organic Modeler: This position will cover modeling characters and monsters in the game. Characters will require much detail. We prefer you to model through 3d Studio Max mainly because its easier to export over to the HL2 engine, though if you work on maya and XSI, then it is ok.

Texture Artist: This position will cover creating 1024x1024 textures used for mapping. Textures range from regular Nature textures such as grass, dirt, to Industrial textures such as Concrete walls, steel plates, gratings, etc. You must learn how to create vtf's (the texture format for SOURCE) and vmt's (files that tell SOURCE where the texture is and its attributes).

UVW Model Skinner: We have models, but we don't have skinners. We are looking for skilled artists that know how to create skins for Model from a UVW texture. Textures must be HiQuality, so expect to create lots of detail. UVW sizes range from 1024x1024 to 2048x2048.

Coder: We need a coder which knows how to code through C++ and has experience in using the SDK for Half-Life 2/Source. I'm not really expecting many coders will be found here, but coders will be doing VGUI interfaces, AI Coding, implementing weapons/monsters, and other stuff.

Vertex/Pixel Shader Artist: We are looking for coders who have skills in making shaders.



I would like to reassure anyone interested that our team is professional and a great team to work with. Have fun, see your work grow, and see the final takes of the project. A rewarding experience.

So if you are interested in this project, then please post here, or contact me through the following:

Email: bradnewsom@gmail.com
Website: http://www.vigilantec.com
Forums: http://scienceofhorror.com/forum/viewforum.php?f=3

Thank you for your interest,
Brad Newsom
Vigilant EC Founder/CEO
http://www.vigilantec.com
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