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We didn’t yet know what the puzzles would be, so we brainstormed a bit and decided to do 3 main ones, one of which would require you to actually read the twine segments and finesse the mechanic a bit, one that would act more like a classic adventure game puzzle (do this with that thing THEN do that with this other thing), and one that would be a simple timing-a-shot-and-running puzzle.īefore the trip, I loaded up my laptop with music by Yves Montand because I thought it would be nice to watch the scenery go by while listening to, so I gave that to Sean to listen to while he wrote and it ended up influincing the mood of the game a bit. We knew the game wouldn’t have combat, and that it would be more of a Portal-style puzzle game with a heavy narrative focus. We couldn’t have been happier! Out of 200 people in the jam we were stoked to end up with a group who all had complimentary skillsets. We managed to convince Emily Dillhunt ( ), a senior from University of Wisconsin Stout, to join up and soon after were also joined by Samuli Jääskeläinen ( ), a gameplay & VR Unity developer from Mindfield Games in Finland.
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We liked both ideas but really wanted to team up with an artist or two to make sure we could create something striking, allowing me to focus on programming and him to focus on writing. I pitched Sean on somebody working for an electric company, and also on a secondary mechanic where you have some sort of taser-screwdriver thing that can charge up (theoretically infinitely) into a potentially damaging but powerful blast. The TrainJam tasked us with creating a game from nothing in that two days and change, providing us the theme “Maximum Capacity.” The total ride takes about 52 hours and it cruises along through countless American natural backdrops. The train ride from Chicago to San Francisco (technically Emeryville, CA) is known as the California Zephyr which, at 2,400 miles, is Amtrak’s second longest route. Due to volume, we won’t be able to respond to everyone who applies.Ĭompetitive salaries, profit sharing, normal hours, plenty of vacation, health/dental/vision, and a growing list of benefits (as we’re just beginning to expand from “indie dev” to “indie dev great folks would like to work for”).įull-time salaried position in San Francisco, CA but would consider a remote worker (in very special cases – must be in the Pacific time zone and amenable to travel to SF on a regular basis) Please send a short introduction and a link to your past work to ben burbank March 14, 2016 We anticipate a lot of interest in the position and we will carefully consider every application we receive. We’re looking for someone with a strong personal visual style along with great communication skills paired with something to say.Īpplication is open to all past experience levels. The perfect candidate can do 100% of the visual development on a game (concept art, branding, mood, color) and can transition into full-time game developer as the vision comes to life in the engine (textures, lighting, paint-overs, you name it). We’re a small team, less than ten, but strive to do big things. Campo Santo is looking for an Art Director.Īs a core member of a very small team, you will be responsible for driving the complete aesthetic of a video game.
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