   Graphics Programmer needed for Award-Winning Space Combat Game (screenshots inside!)
Team name:Reactor Interactive, LLC.Project name:Sector 13Brief description:Sector 13 is a multiplayer space combat game that has recently reached the "Alpha" stage of development. We've been featured several times here on GameDev, so you may have already heard about us.  If you haven't, you can find out more at our website at http://www.reactorinteractive.net.  We're in the finishing stages of our production run, and we're scheduled for release later this year. As a part of the team you'll get to play a nearly complete version of the game and be an integral part of putting the finishing touches on a fantastic multiplayer space combat video game.Sector 13 was the first prize winner of the 2005 Summer Shootout Competition sponsored by Caligari and ATI, and was a finalist in the 2005 Slamdance competition.  We were on the 2005 GDC show floor last spring along side GameDev.net, and have given presentations for Caligari in Manhattan and Namco in Austin, Texas.  Also, Sector 13 has garnered some acclaim from other websites such as Entertainment Insiders, MegaGames.com, and Caligari gameSpace.Target aim:Retail (PC, Xbox360 LIVE Arcade)Compensation:Please contact for information.Technology:Target Platform: PC/Xbox360Language: C++API: DirectX3D Engine: Ogre3DNetwork Engine: ReplicaNetOther: Boost, CEGUI, TinyXML, Groove (project management andfilesharing software), Subversion (version control)Talent needed:Graphics ProgrammerMust be proficient in C++Must have experience writing graphics shaders in HLSL, Cg, or similar technologyExperience with the Ogre3D engine a plus!Must be able to devote at least 10-20 hours per week to the projectExperience working in a remote team environment using code sharing and versioning tools very beneficialMOST IMPORTANT: Must be dedicated, willing to communicate on a regular basis, and must love to make and play video games!  [smile]We are looking for someone to round out our programming team and help us put the finishing touches on Sector 13.  If you have any interest in space combat games, multiplayer shooters, or even just game programming in general, we'd love to hear from you!Team structure:Producer/Art Director: Drew ClarkTechnical Director: Ryan BuhrSenior Programmer: Timothy GraupmannProgrammers: Mike Vasily-Cioffi, Brenden Rheaume, Liam Graham, Colin Zablocki3D Artists: Paul Nurkowski, Ernesto Llamas, Jim Burchfield, Lou Digi, Karl DiazSound Effects: Nathan Smith (NL3 Audio)Music Lead: Evan ArnettMusicians: Tom Aetmos, Amit Yadav, Michael Watts, Chanda Dancy, George Shaw, Michael HuangStory/Dialog: Jay-Dev KarunaratneWebsite:http://www.reactorinteractive.netContacts:Ryan Buhr - rbuhr@reactorinteractive.netTim Graupmann - tgraupmann@reactorinteractive.netDrew Clark - dclark@reactorinteractive.netForums: http://www.reactorinteractive.net/interactAdditional Info:If you're interested in joining an indie team with real potential, with a real working game, a real schedule for release, and professional team members who aren't going to disappear, or if you're interested in having people see your work, and having integrated game code and artwork in your résumé or portfolio, then this is the team for you.I would like to point out that even if you don't feel like you meet the posted requirements, don't be shy!  We'd love to hear from as many people as we can.  We will read and respond to everybody who contacts us.  Any prospective member of the team will be required to sign a non-disclosure agreement before gaining access to our developer forums, our Groove workspace, and our SVN code repository.  Be prepared to supply samples of your work in the form of code snippets, demo programs, art portfolios, etc.  MORE SCREENSHOTSGAMEPLAY VIDEO 1GAMEPLAY VIDEO 2[Edited by - HanSoL0 on January 18, 2008 1:01:16 PM]
  As always, I'd just like to chime in with my full support for this project.  The Reactor Interactive team have done an absolutely wonderful job getting their game to it's nearly completed state, and you can be completely sure this project will be succesfully completed.  If you feel that you meet the requirements and may be able to help, please give this project some strong consideration.Once more, best of luck! [smile]   ;  HanSoL0- First off, I think the game is looking great! Congrats on a great presentation and solid progress. I just have one concern: why do you have so many composers on board? You have 7 composers listed and this seems like a high number. This is especially true when you consider trying to keep the musical score consistant with some many opportunities for:*varying styles*varying sets ups (both hardcore and software)*different musical themes (which can fragment the soundtrack)I think you'll find it will be very easy to get tracks that sound very different from each other, especially with this many composers working on the same game. I've seen games use 2 or maybe even 3 composers, but never 7. Why such a large number? Just my thoughts and I wish you the best of luck!Thanks, Nathan   ;  Hey Nathan, that's a great question.  There are a few reasons why we've brought so many different composers onto the project.  Firstly, as an indie team we like to take all the help we can get.  If a composer has an interest in our project and wants to contribute some free music to the project, we certainly don't turn that away.  As long as the quality is up to par with the rest of our content, we hardly ever turn away a contributer be it an artist, composer, programmer, or what have you.Secondly, the reason we have so many different musicians is because there are six or seven distinct factions within the game (four megacorporations, a government navy, one or two pirate factions) which all have their own distinct visual and graphic design, and we wanted their soundtracks to be just as defining and unique as they are visually.Each faction has its own theme melody, and then within each faction, there are 3 or 4 uniquely-styled tracks using that theme but written in a different musical genre that corresponds to each environment arena within the game.  Generally, each faction will have an orchestral theme mix, a techno/electronic mix, a rock mix, and one track that's typically a crossover of two genres.The system has worked extremely well, and our great music lead (Evan Arnett) has managed to keep all the music sounding like they all came from the same game, rather than falling into the trap, as you pointed out, of fragmenting the game's overall soundtrack.  We feel we've been quite successful with the music model, as almost no one compliments the game without also complimenting our music.  :)Also, thanks very much to jbadams for the endorsement and the sticky!  We really really appreciate it!   ;  I love the music. Straight up epic, yo.   ;  Han-Thanks for the reply! As long as it is working for your crew and the game, then that is all that really matters! :) Thanks, Nate   ;  As a former member of the Sector 13 team I wish to give my highest endorsement for this project and the people behind it.This is an unparalleled opportunity for anybody looking to join a commerical quality independent project that has a legitimate shot to acheive retail success.If you're qualified and looking for a full scale completed title on your resume, a technological challenge, legitimate potential to work in gaming full time, or just a great time creating a game with highly skilled and friendly people, then stop looking and drop these guys a line.  This team represents the peak of independent game development.   ;WowNice music, nice graphics, excellent gameplay.   ;  Impressive! :P   ;  I'd like to thank everyone who took the time to read this thread and check us out. We have added two new programmers to the team, and look forward to making Sector 13 the best game we can. We hope you'll keep checking us out and following our progress.I'd also like to again thank the awesome moderators here at GD.net for all their help.   