You may have heard some rumblings a few months back, and the rumors are true: I joined a team of monkeys (8Monkey Labs), and that the game we're working on (
Darkest of Days) was officially announced and featured in PC Gamer.
Despite having a small team, we have two polycounters on-site (EQ and myself), as well as several polycounters contracted off-site: Per128 as the character lead, and dfacto contributing models and textures.
EQ knowing me through polycount was how I ended up here, and we'd like to get even more polycounters on board--we are very proud of the way the game is turning out, but we need help.
We've got several positions available for environment/generalist 3D and animators, as well as a level designer position. Polycounters have really made this title look (and play!) as well as it does now, but we're looking to really ramp up production now by expanding our on-site team.
"But gauss," you say, "you posted this in the P&P section. Where's your pimping?" Here's a taste of what you'll get to play with working with us:
First off, the beauty JaneGoodall, for the 3D Artists. I don't really use this all that much since I'm a level designer, but I still love it. For a true testimonial about this model viewer/configuration app, talk to EQ, or better yet talk to Vahl, who doesn't work for us but got to use our engine/model viewer tech for
his Dominance War 2 entry. Remember that?
For the hard data--our engine was built in-house, from scratch, and features HDR image-based lighting, uses Phys-X for the in-game physics, and full-screen motion blur. In case you don't know, image-based lighting means that in the shot above, the gun model is being lit by the photographic environment we've put it in. We've got dynamic lights and all that other stuff, but since most of our environments are outdoors, image-based lighting takes care of most of it. Oh, and though the tab isn't selected in that shot, you can load different environments and even different post effects to view the model in very quickly. Actually, the first image in this thread, the hand with the C96 Mauser, that image was taken directly from the model viewer, it's not a render (nor are the colors Photoshopped!)
The model viewer was coded tailor-made to many
of EQ's specifications. So it's designed for artists, largely by artists. How about that? With a team like ours that has some very gifted programmers,
you can request specific features and, if they're reasonable enough, expect to actually get them. Crazy, I know. They still refuse to code that "make art" button, though.
Now for the real men:
If you make it into our much-coveted third level designer slot, working alongside myself and another, you'll be using Habitat, pictured above. Much like Jane, Habitat gives a pretty accurate representation of what the final level will look like--and best of all, you're only a hotkey away from an in-editor game preview. You better believe I will never mess with creepy old BSP-based engines and their editors again, I'm just not going back.
The only thing that needs precompiling of any kind is tree lighting, and that takes at most about an hour, and that's only if you make a huge level stuffed full of trees. And besides, you only do that for polish--day to day operation of Habitat is really quite nice. Again, just like for the 3D artists, level designers here are in a very privileged position--after working here a few weeks, I noticed certain trigger types that would be useful for the level I was working on, so I made a feature request. About a week or so later, it's in the editor and in the game.
Alright, before you all tl;dr me here, I think I'm done with trying to hype the game. EQ can answer more specific question about the tools, if you'd like, and can certainly tell you more about what a job with us would entail.
I want to see a lot of you talented bastards applying, by the way--we've always known what kind of quality work comes out of here, so that's why I'm posting. I'd love to get more polycounters to work on this game--we've got a good, small team where you matter, not lost in the shuffle.
check out our job postings here:
8monkey Labs -- 3D Generalist8monkey Labs -- Character Animator8monkey Labs -- Weapons Animator8monkey Labs -- Level Designer/Lead Level Designer
Replies
If I had a more complete (or at all complete) nextgen portfolio, I'd definitely jump at the chance to apply -- in case I develop one, are you guys only looking for inhouse work, or looking to get more offsite artists too?
cuz i'd LOVE to be a part of this!
great work by the whole team behind it! good luck! [though it seems u won't need it]
This all looks amazing, good luck getting applications.
If I had a more complete (or at all complete) nextgen portfolio, I'd definitely jump at the chance to apply -- in case I develop one, are you guys only looking for inhouse work, or looking to get more offsite artists too?
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We prefer onsite, but we'll of course consider working with contractors, so don't be hesitant applying if you're oversees or not willing to relocate.
The game is looking gorgeous.
Best of luck with the game!
( you guys already know my opinion so ill just leave the typical smile : :P )
Does there happen to be any entry level programming openings?
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Yes there are! Please send your resume and portfolio of any relevant past work, personal or professional, to jobs@8monkeylabs.com
I'd lend a hand if my current contract would allow it.
good luck, I will be looking forward to playing this one for sure
contract though, no on-site hugging
When you guys release cool new shit like this, and these awesome goddamn weapon models, I'm getting the impression this could be pretty damn cool. Thanks for not making me use a damn musket as a default weapon. Looking forward to moar!
and I confirm that I had a blast using the model viewer, it's really a great tool, easy to use and has a way better realtime output than any 3d package around.
Best of luck to you guys! Really looking forward to it.
-caseyjones
Looks great, and good luck
Out of curiosity... What's your stance on considering/accepting international applications? Not contract stuff, but permanent move to the states to work in-house.
-caseyjones
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As of right now we're still a really small company, so most likely getting visas will be out of the question. Now if you happen to already have a US work visa, thats a different story!
Perhaps selling on a cheap price that model viewer haha
There's a game companee in IOWA!?!? wut
High PCer infiltration, eh? Sounds like a sure win
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Out of curiosity... What's your stance on considering/accepting international applications? Not contract stuff, but permanent move to the states to work in-house.
-caseyjones
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As of right now we're still a really small company, so most likely getting visas will be out of the question. Now if you happen to already have a US work visa, thats a different story!
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Is it easier to get visa's for a Canadian?
I'm currently exploring some options in regards to a move to the US and am sussing out different studios who may help in obtaining a work visa.
Good luck all the same guys and the work is looking really impressive, as are all your toolsets.
-caseyjones
Congrats on the slick new tools. Wish we had that...
weapon animations mmmh
anyway get your tools guy to add some color pickers!
looking forward to more of it
Left is standard lighting, and the right is the skin shader. And a couple shots with a desaturated diffuse as well so you can see whats really going on.
also MOAR pictures are demanded of this
(awesome work by the way)
that's a pretty nice approximation of SSS minus the actual translucency.
The skinshader you're using seems a bit *too fleshy, almost, but it does really get the point across.
I love ramp shaders, and they're used to great effect here. How's it implemented? Do you use a source-image to define the ramp, or is it more like Photoshops gradient-palette?
The skinshader you're using seems a bit *too fleshy, almost, but it does really get the point across.
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We tried the ramp source-image thing but its not really something you can think about and edit in Photoshop. You need the real-time feedback. The skin controls are part of our photo-sourced lighting tool. We have two one-color gradients added together, with rgb sliders for editing. One for the -1 to 1 range and another for -1 to 0. It's not that great actually, I just ran out of time on the editor. Since the gradient is baked into a lighting lookup texture, we could make any ramp equation work. Having Photoshop's gradient tools would be pretty sweet.
I dont know about those trees, I think the foliage textures are a bit repetitive, you're useing speedtree right?
I really like the setting and the engine, but I think your foliage cold look better. The foliage seams to have no ambient/sss and therefore looks strange/doom3.Also some trees need more saturation and hue shifts.
Your forest only has one floor vegetation, where are the bigger grasses,branches,weeds(unkraut) and small rocks?
The sky looks really dark, on the picture I choose to make an overpaint, even the trunks are brighter than the sky!
And please try a little bit more saturated fog
Keep on rocking many polycounters on one game is deffinately a WIN!