As a level designer, you will be responsible for: ...working with the director to plan level layouts and the gameplay pacing of each level ...creating and assembling a realistic and natural 3d world that is visually entertaining ...scripting and timing of level events, ultimately creating fluid and dynamic gameplay…
Animation Generalist Job Description Nerve software is seeking an experienced Animator familiar with all aspects of the animation pipeline for a full-time, on-site position. As a generalist your job will be to take on animation related tasks from top to bottom, including rigging, skinning, animating, and engine…
Hey Guys - iam on a little arrange script: basically i want two things: 1. select a group called "camera - or static name" 2. select first subgroup 3. put these two selections in one renderlayer with the naming l1 4. redo everything until evey subgroup is in its own renderlayer so l1 l2 l3 and so on sturcture is: "camera -…
Starboard Games is looking for talented and dedicated people to join us on our exciting project, INT, a sci-fi RPG with rich story and intriguing characters. You may find out more about us at: 'starboardgamesllc.com 'and 'www.int-game.net'. We are a highly professional and friendly Indie team developer, well suited to…
Animator (Posted 7/03/07) Goal: Animators must be highly skilled in the areas of rigging and animation. Additional skills in the areas of modeling, texturing, environment building, or script writing recommended but not required. Requirements: Character animators/riggers should have extensive working knowledge of 3DS Max…
Hello Polycount, NetDevil is currently hiring level designers for an exciting next-gen game. Here is the job listing. More information on NetDevil can be found at www.netdevil.com Thank You! ---- Level Designer Position This position will be responsible for producing levels for a cutting-edge, innovative FPS-style game.…
That's pretty cool Monster! Does that transfer when you merge files? Or is that per scene file and you have to set it up each time? I guess you could have a default file and merge all files into it to start with? I have outliner set to layer mode (instead of hierarchy mode) but then I build a hierarchy of nested folders…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
That looks like Unity! Here are some options: EDIT - It was material.color.a material.color.a (or similar) can be scripted. Attach a script to the emitter or something, and fade it. So: instantiate (Z prefab, which is a plane - NOT the Unity plane with 200 tris - with texture and shader with transparency)…
@thomasp - both is pie menu, but functionally it's kinda different in my opinion. The pie menu you showed on the video more like a quad menu in max arranged in pie-chart style. But the script that Bryan and Perna did I posted above (and Radially maybe?) is more about gesture flicking to make you work faster. IMO for this…