Looks like iD is Hiring

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Looks like iD is Hiring

Post by bork[e] »

http://map-center.com/modules.php?name= ... le&sid=341

Can't find anything but that, so if anyone wants to give it a try. GL
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Heh, well I have a hard time seeing anybody on a community forum get a job like that... if, it must be very rare...

This

* 4 years game industry experience, or credit on at least one shipped title preferred.
* Experience with creating hi poly models and real time game content using normal maps.
* Strong traditional art background a plus

I don't know any mapper here or anywhere else this applies to, that doesen't already work in the bizz.
iD's looking for the best of the best as usual.
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

Well, game industry experience preferred, I'm sure if you wowed them with something amazing and maybe some mod work or whatnot you'd get hired. Looks like they are looking for someone with experience in a 3d application though...
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

"if you wowed them with something amazing and maybe some mod work or whatnot you'd get hired."

Unfortunately, just because you have a kickass model that doesn't hold any weight to your ability to work under tightdeadlines and to adapt (very quickly) to in-house protocol and toolsets - 4years experience is testimate to this. ...the word 'mod' screams amatuer/hobbyist and work created on a mod would be best submitted simply as work.

anyway... just my 2c. going through countless mapper/modeler aplications makes you become a 'shift-delete' junkie :P
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

I figured mod work would demonstrate your ability to hit deadlines, but I guess that depends on the mod.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Even if you don't have any official experience as a game developer, you can still illustrate your ability to hit deadlines and ability to work as a team by submitting your previous work experience. It may not be game developer experience, but at least it shows them that you are able to function well in a work environment.

While they are looking for someone that closely matches that discription, I bet they are willing to bend a little on one or two of those requirements if you're good enough.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Amorak2
Posts: 16
Joined: Sat Mar 19, 2005 11:47 pm

Post by Amorak2 »

"generally making a nuisance of him/herself in the name of game art excellence."

well got that covered at least

takes some real tallent to come up with something original repeatedly when you have time restraints.
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