Openings on the Development Team
... we want you! (Uncle Sam style, you pervert.)
To apply for a position, send an e-mail to fortressforever@gmail.com with the following subject:
FF (Job position here)
It's imperative that you include sample work in the form of attached files or URLs. (Please note: If sample work is not provided, we will might not consider the application.) All sample work submitted remains the property of the submitee and will not be used for any purposes other than application judgement.
The inbox is busy, but we'll respond as quickly as reasonably possible, so please be patient. Keep in mind that no one is paid for working on Fortress Forever and that it will be a significant investment of your time.
Model Animator
Animating characters, weapons, and various other models for the game. Knowledge of skinning (bone deformation) is a definite plus. Must have a creative "touch" that makes characters come to life.
Level Designer
You will be required to create new maps as well as recreate old favorites for the mod. We're looking for mappers that can really thrive with a Fortress theme. Those that love to get creative and start to dribble when thinking of superfluous architecture would be well at home. There's plenty of scope for varied themes and creative license, too.
Also, since the mod is TF-based, TF mapping experience is an undeniable plus for any applicant, since it takes quite a lot of know-how to make a playable map due to the class balance and such. This is somewhat negated by the fact that we'll be putting quite a bit of focus on Attack and Defend maps, though. Those are less complicated to make, but just as compelling (if not more) to play.
As you might expect, we're looking for applicants with a solid grasp of Source mapping. We're looking for people who are friendly, dedicated and, most above all, able to work as part of a team and respond well to constructive criticism.
Also, since the mod is TF-based, TF mapping experience is an undeniable plus for any applicant, since it takes quite a lot of know-how to make a playable map due to the class balance and such. This is somewhat negated by the fact that we'll be putting quite a bit of focus on Attack and Defend maps, though. Those are less complicated to make, but just as compelling (if not more) to play.
As you might expect, we're looking for applicants with a solid grasp of Source mapping. We're looking for people who are friendly, dedicated and, most above all, able to work as part of a team and respond well to constructive criticism.
Texture Artist
New original textures for the FF maps and props. This will include extensive team-theming (coloring, logos) and other assorted textures. You will also work with prop artists to help speed their progress.
Prop Artist
Applicants for this position must be able to model, uv map, texture and compile props for the Source engine to a specification provided by level designers. The packages used to create the content aren't important, as long as the applicant is able to export their work for use with the Source engine. In addition to working to a specification, successful applicants will be able to suggest their own ideas when working with a specific map theme. There's a lot of variety in the fortress world; artists will have the chance to work on a multitude of subjects -- from cornfield stalks to industrial machinery.
Applicants must be proficient in all of the above areas as we're looking for self-sufficient prop-makers who require little (technical) assistance from others when creating assets. We're looking for strong team players who welcome constructive criticism.
Applicants must be proficient in all of the above areas as we're looking for self-sufficient prop-makers who require little (technical) assistance from others when creating assets. We're looking for strong team players who welcome constructive criticism.
Programmer
Although most of our core features are implemented, we're looking for additional programmers who can squash bugs and help add more "wow" factor to Fortress Forever.
CG effects are increasingly important in game development with nearly all modern video games taking advantage of pixel shaders and other advanced abilities of dx8 and dx9 graphics cards. Working as a part of our mod team will provide you with practical and desirable game development experience.
Strong C++ skills are required. Experience with the HL2 SDK is not essential but certainly a bonus. Experience with effects programming, particle systems, and DirectX 8&9 shaders is essential (particularly the latter). Please submit examples of your work with your application. Oh yeah, and have fun!
CG effects are increasingly important in game development with nearly all modern video games taking advantage of pixel shaders and other advanced abilities of dx8 and dx9 graphics cards. Working as a part of our mod team will provide you with practical and desirable game development experience.
Strong C++ skills are required. Experience with the HL2 SDK is not essential but certainly a bonus. Experience with effects programming, particle systems, and DirectX 8&9 shaders is essential (particularly the latter). Please submit examples of your work with your application. Oh yeah, and have fun!
Level Optimization / Clean Up
If you're a skilled mapper without the kind of time required to work on big, new maps, maybe you're willing to help tweak the existing levels. Whether it be fixing bugs or altering visuals, your talents may be very useful even for these less demanding tasks.
All applicants must have Source mapping experience.
All applicants must have Source mapping experience.
FF Lua Scripter
Perhaps you know quite a bit about lua script, or specifically FF lua script, and you feel like you could help make new gameplay or even tweak the existing scripts.









