We are currently seeking additional 3D Artists / Modellers to work on the car models for Shadow Racers, our arcade style 3D racing game to be released on Xbox Live Indie Games.
• Ideally, as a potential candidate you will be able to show examples of your previous modelling work and will be able to show examples of low poly modelling with creation of high-res normal maps for detailing.
• Previous experience and interest in modelling cars and vehicles a definite plus.
• You should be able to UV map and texture your own models, however some assistance can be given when creating the texture maps for our engine.
We have two games in development which share many base features but contain quite different gameplay. These games are Shadow Racers and Crash and Burn. Shadow Racers is an arcade style racer somewhat like a mix of Death Rally / Need for Speed / Juiced. Crash and Burn is a smaller scale game based on the Crash Mode from the Burnout games. We hope to release Crash and Burn as soon as the vehicle models are complete, while Shadow Racers will not be released for some time as we are still developing the levels for the game.
The vehicles for these games will be shared between both titles (but retextured/skinned) and we still have many of these vehicles awaiting creation. If you were to join our team you would be able to choose a particular model and would be tasked with it's creation. Upon completion you can choose to create more models if you have the time.
Brief specification (from the Design Document):
The game will contain 15 distinct cars (assuming we can compress them enough to get them all in the game). The style and performance of the cars is wide ranging and will offer a progression throughout the course of the single player game.
Below is a list of the types of cars we hope to model, the cars will be loosely based on these designs but can be altered as much as is required (and will not show any branding or logos, this is very important. We can use the general shape of a 'real' car but can not include any brand symbol or logos).
1. Mazda MX5
2. VW Golf
3. Ford Mustang (old style)
4. Dodge pickup
5. Audi TT
6. Vauxhall Astra
7. Lotus Elise
8. BMW M5
9. Porsche Boxter
10. Ferrari F430
11. Porsche Carrera GT
12. Aston Martin DB9
13. Nissan 350
14. Lamborghini Gellardo
15. Dodge Charger
As with most of our model assets for our games we'd like to get them in under 10k triangles, the lower the better really, under 5k would be ideal. The cars don't require an interior as we're not going to offer an interior view and any windowed surfaces can be blacked out with specularity and will also reflect the cubemap in them.
Texture maps should ideally be supplied as high res (1024x1024 or 512x512) non-lossy images (PNG preferable).
The textures for the cars should be designed as follows:
Diffuse - The base colour map of the car. This should be white/grey as the colour will be applied through shaders in the game.
Normal - The normal map for the car to add additional detail not found in the model.
Specular - A greyscale image specifying the specularity of particular parts of the car.
Glow - A greyscale image specifying the lighting contribution. On this map, black parts will be non-emitting and pure white parts will emit full brightness (the area covering the headlights and rearlights for example should be pure white).
Mask - If possible, a colour mask should be created. White portions of this mask cover the painted areas of the car. Black parts would cover non-painted parts like the windows, chrome and trim. In the game this mask is used to paint colour on to the car's diffuse texture. I can create these from the diffuse map myself but if you can provide them that's great.
Each wheel should be a separate sub-mesh with their own diffuse and normal map supplied.
The underneath of the cars needs to be modelled, but with less detail than the main shell (can effectively be a flat textured area) as it may be seen if the car crashes and turns over.
Payment will be in the form of profit share (total revenue minus Microsoft's percentage). 10% of profit has been allocated to the creation of the vehicles and you will be paid according to how many of the vehicles for the game you create. Please note that you will receive an equal profit share from both games' sales (since the vehicles models are to be used in two games).
Shadow Racers will be released at the price point of 400 MSP and Crash and Burn will be released at the price point of 240 MSP.
Using Shadow Racers as an example, and assuming an optimistic sales volume of 10,000 units, the payment per car would be as follows:
10% total for the creation of 15 cars.
10% / 15 = 0.66%
10,000 (sales) * 400 * 0.0121 (MSP to $) * 0.7 (MS take 30%) = $33,880
$33,880 * 0.66% = $223.60
That is just an example of how the split will work out for a given number of sales. Wether we hit that number will have to be seen but we believe there is definitely potential for some high quality games on the market, and we have many contributors working on these projects.
If you are interested in applying for this position, please send a brief introductory email to
martin.caine@retroburngames.com including examples of previous work and any other information you would like to include. A contract document will be written up for your own peace of mind stating the terms of payment as mentioned above.