Update on 3D Artist Position – Still Looking for Candidates

Quick note regarding the 3D artist position: I have received plenty of responses to my 3D Artist Wanted post and looking forward to hear more. I really must point out that if you wish to apply, please attach link to portfolio or some images that makes it easier for me to check your work.

I’ve got few questions regarding the job, and I’ve updated the post. Basically I’ve added that you don’t need to re-locate to anywhere. It doesn’t matter if you live in China, USA, Iran, Belgium, Liechtenstein or wherever. As long you have possess the necessary talent, have Internet connection and can communicate in understandable English you will do just fine.

Wanted: Artist Capable of Doing Low-Poly 3D Modeling, Texturing and Animation


I’m looking for a 3D modeler capable of doing low-poly modeling, texturing, and animation. Position pays a little in form of royalties and possibly small (read: tiny) monthly “pocket money”.

The artist would take responsibility in modeling 3D characters and objects for our upcoming Eastern themed Edoiki online multiplayer game. I’m not looking for a guy who necessary has decades of industry expert and does extremely high quality work – when he finds time. I’m more interested in enthusiastic hobbyist or somebody who does pretty good art and could be interested in seeing his work in real published game. More information about the project in the end of this entry.

You are:
Here’s the qualities I’m after in a nutshell:

  • NOT a top-notch 3D artist who never finishes anything.

  • Can do pretty good low-poly modeling (You should be able to do 3D models that have at least the quality like in these pictures: [1] and [2])

  • Can spend roughly 5-10 (or more) hours every week to make the game

  • Is willing to work on royalty based work or for a small (tiny) monthly payment until a certain sum is reached (as an indie my game budget is shoe-string tiny and thus I’m not able to pay a salary, but I can pay some pocket money every month)

  • Positive minded, has passion for games and works well in team.

  • Has texturing and animating skills (feel free to download my Hightailed game to see what type of animations I’m after)

  • Basically a guy who is interested in doing art for games, can do pretty good 3D art, and is interested in working together also in the future.

Then some other qualities that are considered as good

  • Is interested in martial arts (has perhaps even belt rank in some martial art) as the game characters know martial arts and need to be animated.

  • Plays online multiplayer games (my company Polycount Productions is focused on making games that people can play together).

  • No need to be good at making concepts, although that’s a plus.

Required work
The first assignment requires you to do following:

  • 3D character (concept art is available for those who apply)
  • around 1000-2000 polygons (triangles)
  • 512×512 texture file
  • .3DS file format (or possibly .B3D, 3D Studio Max has plugin that exports .B3D files)
  • Some animations

Location & timezones
It doesn’t matter where or on what timezone you live. As long as you have Internet connection and preferrably Skype or MSN account (ICQ is okay, but I prefer using Skype/MSN) it’s okay. I’m mostly online around 6 am to 2 pm (or 06 – 14) GMT time, but timezones never have been a real problem as emails and forums work fine.

About the Edoiki game project
Edoiki game project started in January 2006 and was aimed to be released at Q3/Q4 2006. The first beta was aimed to summer, but the deadline was missed and my summer holiday postponed the project. Some time ago, the 2D artist “left the building” leaving only 2 members in the team: me (producer/programmer) and sound artists (who is waiting for tasks). Meanwhile I approached one movie company in Finland about possibility to brand Edoiki for them, but I haven’t heard from them after the phone I had with their producer. At

The Edoiki project uses a tactical combat system which means it requires more brain over speed. The “simple and quick project” wasn’t so simple and quick (partially because of 2 key persons leaving the team) but today the network framework works pretty well and tiny parts of the actual gameplay has been programmed.

I have tested the first gameplay with couple of people and it looks like there’s need for more interaction in the game. The framework that I’ve programmed makes it lots of easier to me to add features, and so I have planned 3 different game modes (all can be played online with other players). Three play modes range from “real time” to “partially turn based or partially real time” to “turn based” playing.

  • First mode: Kata training. This is the original concept where 2 (or potentially more in the later versions) players compete in doing different katas – or series movements – using weapons. The main idea of this mode is to secretly choose your movement and make sure it’s better than opponent’s move. This mode will require bit similar logic as there’s in Stratego board game.
  • Second mode: Class training. In this mode there will be one instructor and class full of students practising different moves. This mode requires reflexes and faster response from player.
  • Third mode: Free fight. In this mode there – surprise, surprise – occurs fighting that combines the need for both wits & quickness (that you hopefully learned in the first 2 modes…).

To apply, please contact me and tell a few words about yourself and also either attach images or send links to work you’ve done.

Wii Success

When I first heard about new game console Wii I thought it would face the same end as “interactive movies” – bad. I thought the new Wii controller wouldn’t be user friendly. I thought it would be way too strange to use.

Today I think quite the opposite. I heard Finnish people – who had given a chance to test Wii – saying that the controller actually works, and is fun to use. I also read a story that says Wii selling millions: “We will sell everything we make, so now it’s a manufacturing thing”. Same time PlayStation 3 is in trouble: Because of logistic problems they couldn’t manage to get enough consoles to stores in Japan and many people are choosing Wii over PlayStation 3 because of the PS3 high price.

I really think Wii will be successful in the future – it already is. The games seem to be more about innovative ways to use the controller, so there might be room for indie game producers to start considering Wii as their target platform.

3 Efficient Ways to Deal With People

Assume they want to do their best
Game producers should expect people to do their best. When you focus on trusting people to do their best, you start to see how they are willing to go extra mile to actually do a good job. When people are given responsibility and freedom to do things on their way, they are more eager to make things better. When they know that game producer trusts them, they want to show they are capable of handling whatever challenges they might face. Assuming people to do their best is an attitude that brings winning mood to everybody in the team.

Trust people until proven otherwise
I don’t see a reason why I shouldn’t trust people. If one approaches new potential team members with attitude “I have this great game project and need people, but I’m not showing you any documents because I don’t trust you”, how many team members is he likely to find? If one goes to a negotiation trying to win the deal for himself and thinking that negotiations are “against” somebody, he has already lost. Better approach would be to have a deal where both win. And when both win, it means nobody loses.

Does trusting others mean that you should accept everything they say or that there wouldn’t be people who aren’t trustworthy? No. I’m not saying that you should accept everything that people say – definitely not – but I’m saying that being open and trusting people has opened me so many doors of opportunities that I can’t even count. If I wouldn’t trust anyone – and some people think this is a valid path to choose – I believe I would be keeping these doors shut. I wouldn’t even bother to open them as I wouldn’t trust that something good might happen. “Fear of bad might happen” shouldn’t overcome “all the good things that are likely happen”.

There are people who say how every teen in a gaming forum is trolling everything and how kids write useless junk. That is partially true – but it is same for adults: there are also elder people who are behaving badly. Then there are much more people with better attitudes. People who focus on the bad sides (and especially those who counter or get into verbal fight with these people) aren’t really doing any better, they are feeding the bad material with their own behavior. When I’m writing this blog I’m thinking that the readers are intelligent, open-minded, friendly and basically trustworthy people. The great majority of comments, emails and people whom I’m talked with are like I just said: intelligent, open-minded and friendly. Many people are very helpful when you start focusing on that.

Remember that everybody has bad days in their life
Remember that people might have bad days in their life. If a programmer is really pissed off and shouts something bad to producer it sometimes might be simpler to let things cool off a while. Often the guy who got upset might later apologize and tell that he has worked too much overtime and is simply tired. Everybody has bad days in their life, so I think it’s better to forget little incidents rather than make a big issue about them. This piece of advice is good to remember not just in game production – where this happens – but also in other aspects of life.