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Title: 3D artist
Focus: Polishing environments and props
Type: Full-time, project-based (approx. 1 year)
Last day to apply: 4th of November 2018


After 3 years of hard work, we are now close to finishing one of our new games. We want it to look amazing, and to accomplish that we need more (hu)manpower.

This is where you come in.

We are now looking for an experienced 3D artist, who will focus on environments and props for our upcoming horror game. Our ideal person loves horror, and is able to convey atmospheric environments and terrifying scenes through 3D art. The position is full-time and project-based, lasting for about a year until the new game is ready to be shipped.


What will you work on?

We are quite a small team, but we consider that our strength. As an environment artist you will get to work on every level of the game, ranging from small props to whole levels. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.

Here are some of the things you will be working on:
  • Creating basic models that make up the levels, such as walls and floors
  • Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account
  • Constructing particle systems, both by drawing textures and using parameters in our editor
  • Combining various techniques to create special effects, such as flowing water or fire.

If you want to know more about Frictional work practices, you can check out the introduction post of Rasmus, who will be your closest teammate.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and most importantly self-sufficient.

Since the position is project-based, we are looking for a person who can start as soon as possible, end of November the latest.

Here are some essential skills we require:
  • Excellent skills at adapting to a style and taking it to a finished state
  • Strong self-drive and ability to organise your own work
  • Interest in and ability to do research for interesting prop and environment solutions
  • Love for working on a variety of tasks
  • Fluency in English
  • Team communication skills
  • Knowledge of game design
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.
And here are some more techie skills:
  • Excellent skills in 3D software. Modo preferred
  • Familiarity with Zbrush/Mudbox/similar
  • Excellent skills in Substance
  • Excellent skills in Photoshop or similar software
  • Familiarity with issue-tracking software
  • Experience in classic/non-PBR workflow.
If you want to impress us:
  • Love for horror and narrative games
  • A major role in completing at least one game
  • Great free-drawing skills
  • Experience in level design
  • Strong game design skills
  • Experience kitbashing/working with modular sets.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.


What we offer:
  • Flexible working hours, a no-crunch approach
  • Opportunities to influence your work flow
  • Variety in your work tasks, and ability to influence your work load
  • Participation in Show & Tell of games, having a say in all aspects of the game making
  • An inclusive work environment
  • A possibility to become a permanent employee.

How to apply?

If all of the above piqued your interest, we would love to hear from you! Send us your application 4th of November the latest - but the sooner, the better.

Please attach all the following:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (link or PDF)
  • Examples of works that have inspired you or blown you away.
Please notice that you need to send all of the applications to be considered.

Send your application to apply@frictionalgames.com!


Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Probably the best thing about Endgame is that it's the (almost) last of the first generation of MCU movies (we still have a Spiderman movie, maybe a Black Widow movie, and I'm sure a whole 'other next-generation of MCU movies are in the works). Is it a good movie? No. Is it a good-MCU movie? It's fine, much in the same way that Harry Potter 8 was fine: it does what it is supposed to.

That it broke box office records is understandable since the last movie was a cliff-hanger. Less understandable is its rave reviews, unless the reviews are based on its "must see" quality. Because, even from a Marvel perspective, the movie just barely makes sense, is disjointed, has too many scenes that are just sketches, has too many underused characters, and has an ending that is somewhat anti-climactic. What it has going for it is some emotional impact (a bit), some humor (not all of it good), some flashbacks to previous MCU movies, some nice visuals, and a sense of an ending.

PLOT: Following the last movie where half of the universe is wiped out, the characters are upset. The survivors track down Thanos who has already destroyed the stones so that his work can't be undone, so all they can do is kill him. Five years later Ant-Man is accidentally rescued from the quantum realm but has experienced only 5 hours, which leads him to think that the Avengers can use the quantum realm to go back in time - and space (???) - to very specific times and places in order to steal the infinity stones from the past, undo what Thanos did, and return them to their timelines. Unfortunately, while in the past, future Nebula's presence and memories alert past Thanos to this plan and he travels into the present to destroy the universe and remake a new one that won't try this plan again.

REACTIONS: Let's put a pin onto the obvious time-travel paradox problems, and even the rest of the insane problems for one minute and take the movie as is. This movie takes a little time to show us Hawkeye's family, Iron Man's daughter, and a few other character-relationship moments, which is a little more than we get in most MCU movies and which was nice. There was at least some attempt to deal with the failure and loss of the last movie, although, other than an argument from Iron Man and a sense of purpose from Captain America, these attempts were laughably badly done. Thor's gut belly and indifference was supposed to be funny, but other than the quick visual punch it really wasn't. On the one hand it was nice to see an overweight superhero. On the other, too many jokes were made about him being out of shape.

Now we have to take the pin out, because this movie's basic plot, premise, and how it deals with what happened is just insane:

  • If you wipe out half of all "living creatures", what about the animals and vegetation?
  • If you wipe our half of all living creatures, far FAR more than half of the remainder are going to die, and pretty soon. Half of all airplane pilots of mid-flight airplanes and half of the air-traffic controllers are gone. That's thousands of crashed flights. Half of all drivers of cars and trucks are gone but their cars are still speeding. That stops EVERY car and truck on the road, killing millions of people and instantly blocking every major and minor thoroughfare. Who's left to un-jam the roads? Half of all surgeons are gone mid-operation and nurses mid-care. Half of all single-parents with dependents that can't get help. Half of the people that care for remote villages.
  • How about every religion? How many of them could deal with half of their flock, including their pope or chief or most of their cardinals, dying? No riots? No looting? No new cults or major overthrows? How are the governments still working? How are buildings? How is food and medicine getting delivered, let alone produced and harvested and supplied?
  • How about financial markets and the collapse of industry? How about the collapse of all national security? How about rogue nations and terrorism? How about ...
  • Let's talk about what it would mean then to reintroduce half of the population again five years after the world has moved on without them. Where are they reintroduced into the world, including the ones that were mid-flight or mid-driving? Up in the air, at their destination, or at home? Who owns what? Who is married to whom? Who is producing food for them and where do they live?
  • The point is that this kind of disaster is a mcguffin, something that you can't think about even in the most shallow terms because it doesn't make any sense, but the MCU just throws it in and expects you not to think about it.
And that's not even considering the loony ways that time-travel is dealt with, screwing around with multiple timelines with no concept of how to resolve any of the changes. But that consideration is, at least, par for the course for bad sci-fi movies. Also, how does time travel = infinite space travel?

As far as characters go:
  • Iron Man is well acted and has a good show. It was nice to see his callback to the end of the first movie
  • Captain America has definitely grown as a character and had a good show.
  • Black Widow / Hawkeye: yes, it was a better choice for her to die, since he has a real family, but the movie doesn't make you feel that that was more than a plot consideration. Her death was more tragic than Iron Man's, but she is only given a few words of remorse while he is given a whole ending funeral and condolence scene. Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
  • Captain Marvel has barely 15 minutes of screen-time after her big movie. It's entirely unclear how she rescues Iron Man at the beginning. The nice shot of all of the remaining women characters was nice, but it shouldn't be: there are tons of shots of all men characters that we simply take for granted, but the MCU makes us wait for a big, dramatic shot of women characters. I will be more excited when there are so many scenes and shots of women superheroes that we don't notice them anymore.  Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
  • Thanos' powers are never explained. Why would the God of Thunder and several of his weapons have no effect on him, why is he able to break Captain America's unbreakable shield, and why can't even Captain Marvel put a dent in him? Plot, is the only reason. The MCU dug themselves into a hole when they gave superheroes so much strength and then could not think  of a way to create tension without simply ignoring all of that strength. Tension with an overly strong superhero is supposed to come from moral complexity, deception, and self-actualization, not from Something Even Stronger.
  • Hulk: They keep finding new ways to present him to keep him fresh, which is nice. But he's still pretty boring as a character.
  • Ant-Man: I kind of forgot where he was, once the time travelling started. Oh wait, I think I saw him flying around with the Wasp here and there. Whatever.
  • Nebula and Gemora had a lot to do, and they were the stars. Too bad they were pretty boring in their previous movies.
  • Pepper: Gwenyth stole the scenes she was in just by being a better actor and presence than anyone else.
  • Black Panther, Spider-man, Doctor Strange, etc all showed up just to be there, but served no other purpose.
As a movie qua movie, the movie exists only to complete what happened in the last movie. It contained no real moral dilemmas, no real character tension, no real insights, no real inspiration or sacrifice (Black Widow's sacrifice was antiseptic and Iron Man's was accidental), and nothing really interesting story-wise other than its utter mangling and refusal to deal with the more interesting ramifications of story that was supposedly occurring around them.

Was it entertaining? If you ignore all of the parts than made my brain hurt, then it was entertaining. I wanted to see how it ended, which is about all one could have hoped for and no more. Infinity War was more entertaining and more satisfying (not that it was good, per se, but it was a better MCU movie). This was just okay.

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Although the last game was enjoyable in itself, there were various issues that had been sidestepped rather than resolved in order to get the game on the table. After considering a host of practical issues and reviewing a bunch of games over the last few years, I decided to give the well tested Square Brigadier another go. Since everything from unit foot prints to terrain are still geared to 4" squares, which happen to give me effectively a "bigger" table top, I decided to use virtual squares, measuring in 4" increments and checking alignment now and then.

Turn 3: The Dominion forces advance and engage a Rebel outpost as Rebel reinforcements begin to pour onto the table on the other side of the hill.

The scenario was inspired by the Reinforcements On Table scenario from CS Grants's Scenarios for Wargames (which is now available again), crossed with a relevant small historical action from 1866.
The Grenadiers line has been broken up by terrain and the Rebels defending the village have been stubborn. 
To be continued......








 

Amanda Pakade is an active advocate of gender equity.
Mind Sports South Africa (MSSA) is always mindful of the contribution made by its female athletes and administrators.

MSSA is thus the only gaming organisation world-wide that effectively puts its gender equity into practice.

MSSA's Board currently has 50% of all board positions held by females, and since 2012, MSSA has always had a female component to the national Protea team.

With the highest position in MSSA held by a female, Amanda Kwaza, MSSA has found itself transformed.

Amanda Kwaza thus has issued the following missive:,"Happy Woman's day to all our female gamers...

Thank you for becoming part of MSSA....

MSSA values and appreciates you,.

MSSA wishes you a happy Woman's day."

Also read:

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: Resident Evil 3
Developer: CAPCOM Co., Ltd.
Publisher: CAPCOM Co., Ltd.
Genre: Action
Price: $59.99
Also Available On: Steam, XB1



Capcom has been on a roll of late, with such notables as Monster Hunter World and Devil May Cry 5 proving to be critical and commercial hits. And with last year's Resident Evil 2 remake likewise making waves, not a few quarters have justifiably looked to Resident Evil 3's release with heightened expectations. While technically a remake of Resident Evil 3: Nemesis, the direction the Osaka-based publisher, along with creative partners K2, Redworks, and M-Two, took through its three years in development all but made it a new game. Most notably, crucial elements from its source material were removed, and designs of the characters and settings reimagined, to promote its pronounced bias for action




In Resident Evil 3, players take control of Jill Valentine, one of the few members of the STARS team who survived the Spencer mansion incident in the Arklay Mountains. Its premise is the same as the original: She's stalked by a killing machine designed to hunt her down and silence her, and she must use her wits, her training, and what weapons she has at her disposal to stay alive in Raccoon City. In practice, it plays similarly as well: She has access to the same arsenal, and she's able to traverse the same locations. And for all the attention it pays to action in combat, it thankfully retains the oppressive atmosphere fans of the survival horror franchise have come to consider as standard.

Indeed, zombies still stalk the streets, and the series' more dangerous creatures — from the skittering Drain Deimos to the notorious Hunters — lie just out of sight. Resident Evil 3 likewise retains the dodge-roll function, Nemesis' constant interference in Jill's plans, and even the Carlos segments. At first glance, Capcom has seemingly both made a faithful remake and updated facets for the contemporary crowd. Which does make the whole experience worthwhile. It's visually stunning, thematically engaging, and technically impressive. And, by all accounts, it ticks off the requisite boxes of a game veterans of, and newcomers to, the genre will enjoy.




That said, players who remember the original may have some qualms about the changes Resident Evil 3 makes. For example, the Carlos portions are much longer in nature and duration. Meanwhile, others in the original — among them the graveyard and the clock tower segments — have been reduced or cut out entirely; in their places are old locations that have been expanded. Another notable change: The Gravedigger boss in the graveyard portion has been excised, and a completely new boss, with a unique set of gimmicks, has been put in its place.

The changes aside, Resident Evil 3 has a few glaring problems, most specifically in regard to its length and replay value. The first run figures to take upwards of seven hours to complete, but successive play-throughs will be shorter. While not a problem in and of itself, it becomes cause for concern given the absence of "The Mercenaries — Operation: Mad Jackal," the much-lauded mini-game in original. True, it tries to fill the gap by having two extra difficulty settings in Nightmare and Inferno. Then again, they succeed in little more than ramp up the challenge; they do little in encouraging players to finish the game more than a few times. Which, all things considered, may leave those who enjoy extra modes and extra content wanting for more.




Still, Resident Evil 3 is worth playing through. It may not be as good a remake as Resident Evil 2, but it nonetheless pulls its weight as a worthy update to a highly regarded title.



THE GOOD
  • A grounded and interesting take on Jill Valentine
  • Graphically impressive while still playing smoothly
  • Able to consistently provide tension and dread even as it ramps up the stakes
  • Additional difficulty settings (with two of four initially locked until completion)

THE BAD
  • Missing "The Mercenaries — Operation: Mad Jackal" mode
  • Changes sequences from the original, making it feel more like a reimagining than a remake


RATING: 9/10