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TIGSource ForumsJobsOffering Paid Work[REOPENED] - JOGL/Shaders Engineer for 2D RTS
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Author Topic: [REOPENED] - JOGL/Shaders Engineer for 2D RTS  (Read 768 times)
BrixxieBee
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« on: July 13, 2015, 01:57:03 PM »

Hello,

I'm looking to find help developing an indie 2D RTS game called World's Aftermath.

Particularly, I'm looking for someone to be responsible for the shader code in our game. You will need to demonstrate you have experience with this, and then you will work directly with me to get a complete sense of the direction these elements need to go in, and then implement the remaining work. You will have the opportunity to be creative with the game's lighting, but will also be responsible for the technical aspects of implementing our shader code.

This is a paid, part-time, work-from-home contractual position for only the duration of the project. You will need to be in regular contact with me via email, IM and skype/phone.


You will be responsible for:
-designing and implementing new light sources in our game with respect to the feel/mood of its world, etc.
-optimizing our shader code (written in GLSL with OpenGL2.1 and Java), to increase the number of lights which can run without a performance drop, etc.
-overcoming any technical hurdles with our current lighting system: e.g. light sources detecting when they're behind objects and shouldn't appear, etc.

As it stands, we have all the files and systems in place to begin working on the shaders immediately.

Please contact me via the following email address if you are interested (I do not check here too regularly): james (at symbol) worldsaftermath (period) com. Please be sure to include examples of any experience you believe qualifies you for the position.

Regards,
James

 
 
 


« Last Edit: July 26, 2015, 01:57:40 PM by James Daniello » Logged
BrixxieBee
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« Reply #1 on: July 26, 2015, 01:55:54 PM »

This gig has reopened.
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