   Enemy Technology needs 3D modelers & texture artists for space environments and ships
Team name:Enemy Technology, LLC (A California Corporation)Project name: I of the Enemy: Into Infinity (IOE II)Brief description:In production since June 1997, IOE II is the sequel to "I of the Enemy", which was published through Matrix Games and also self-published though our Enemy Technology website and retail in Europe. While IOE was a 2D RTS, IOE II will be a first person 3D Space Sim using our own DirectX based 3D engine. A free "prequel" version of the first game (IOE) is available for download from the website.Target aim:Commercial sale via our Enemy Technology website and likely again published through Matrix Games.Compensation:We intend to pay for each finished piece, though not a lot as we pay for everything out-of-pocket, and we cannot yet be considered a financial success. For a complete space scene as described below, you are probably looking in the $100.00 or so range, plus game credit, though this is not set in stone. If it becomes obvious that there is much more involved in this than anyone thought, we will consider the options. Much of this we have not done before so we will try to be flexible, and we ask that you do the same.Technology:IOE II is for the PC, though it is designed to be ported to the Xbox. A port to the console platform will likely be made if Matrix decides it is doing well enough as a PC title to warrant the risk.We currently have written our own importer from 3DS MAX 9 to our engine, and for the moment, we require that all geometry use texture maps instead of non-texture map materials.Talent needed:Our most immediate need is for texture artists to do space environment work. One space environment should include at a minimum:1 skybox consisting of 6 1024x1024 textures with background stars and whatever else to create the background.1 (at least) planet which consistes of a surface texture, and probably a semi-transparent atmospheric texture. If you have a better way to approach this, we are always open to ideas.Other objects as needed to complete whatever scene you would like to build (asteroids, nebulae, space junk, suns, minor bodies, etc.). These can either be separate objects or drawn into the background texture as you see fit.You should also be prepared to tell us how the scene should be lighted if you are not "baking in" all of the lighting.We can be more specific about this, but have found in the past that artists enjoy the work more (and we get better results) if we allow as much of the artist's own creativity as possible. These space environments make perfect candidates for outsourcing to contractors because they need not look similar to each other. In fact, dissimilarity suits our purposes better as we want the player to have a feeling of visiting vastly different and exotic places. Since in-game travel will be through a "hyperspace realm" (which players can actually visit), there is no reason that space environments cannot be said to be separated by huge distances. The geometry for these scenes is fairly simple so either you can do the geometry, or we can.In short, you need to like doing space scenes!Some planetside environments may also be needed later.We will also be needing artists to do texture work for existing geometry, such as ship and space station interiors and exteriors. Again, if you'd like to do the geometry as well, so much the better. But we will have some geometry that we need done to specific specs, which we will do internally, but will outsource for texturing.Of course you can work from wherever you are and deliver via the internet, or to our FTP site. We will require that you sign a NDA and a work-for-hire agreement which will give Enemy Technology complete ownership of anything you create for us (publishers demand that a company have unfettered ownership of everything to do with their game). But we will allow you to use this work for non-competing, self-promotional purposes. You will also receive complete game credit as a full team member, and a few copies of the finished game.Team structure:Mark Temple, founder, designer, and game content programmer has been with the company since 1996.William Temple, founder, lead programmer, 3D engine designer has also been with the company since 1996.Conrad Rudy, lead artist, animator, modeler has been with the company since 1998.Aaron Marks, musician, sound designer, author of "The Complete Guide to Game Audio", has been with the company since 1999.Website:The website, Enemy Technology, does not yet reflect much of IOE II since our resources are currently consumed with building the game (a 3D engine is no small task), though we hope to start adding more updates once the look of the game is nearing it's final form.Contacts:Forgive me for not making this a link (I want to avoid the SPAM spiders). You may reach us through any email on the "contacts" page on the website, or at:info .@at@. enemytechnology .@dot@. comPrevious Work by Team:As mentioned above, this team worked on, completed, and then published "I of the Enemy", which was quite a large project, including full 8 player multi-player support via LAN and the internet through GameSpy. It was solidy built, bug free, and pretty well thought of in "indie" publications (one of Game Tunnel's top 10 indie games of 2004). But as a 2D game in a saturated genre, sales were and still are steady, but not huge. The real achivements of IOE were to prove we could finish and publish a large project, and to make us known in the game industry such that we now have much better access to marketing channels.Additional Info:The IIOE II storyline picks up where IOE left off, though of course now the game is 3D, and is in the less well served Space Sim genre along the lines of Privateer or Freelancer. British actor Ian McNeice (Sci Fi Channel's Dune, White Noise, Rome) will continue to be the voice of Colonel Yereg Verkkal.Lastly, we have had great success working with contractors we have found through GameDev, so we are aware that the talent level of this site's viewers is quite high. We look forward to hearing from you!Feedback:ANY[Edited by - mtemple on February 19, 2008 7:08:34 AM]
  I just wanted to add that we are not looking exclusively for artists with tons of experience. If you are looking for experience and think a published title under your belt would help, please drop us a line. The main point to our post above is that we are serious, and that we have a track record of finishing and publishing independent games. But we all had to start somewhere and we are all about finding new talent!Thanks,   ;  Email Sent!   ;  Thanks for the responses.We still have room for someone with either experience or a flair for doing textures for 3D models. You will also have the opportunity to texture your own models if you prefer. We are very easy to work with and the timeline on this is not intense, so please let us know if you've always wanted to do a space sim!Thanks again,   