Haemimont Games https://www.haemimontgames.com Thu, 25 Feb 2021 20:00:18 +0000 en-US hourly 1 https://wordpress.org/?v=5.6.2 https://www.haemimontgames.com/wp-content/uploads/2014/05/tropico5_thumb-45x45.png Haemimont Games https://www.haemimontgames.com 32 32 Concept Artist https://www.haemimontgames.com/concept-artist/ Thu, 18 Feb 2021 16:44:44 +0000 https://www.haemimontgames.com/?p=543 Read More]]> Join us as a Concept Artist and define the look of our games.

QUALIFICATIONS:

  • Passion for video games
  • Ability to create both character and environment concept art
  • Ability to work in realistic and stylized manner
  • Ability to work with tight time frames
  • Understanding of how video game worlds are built
  • Experience with creating concept art for video games
  • Knowledge of any 3D software is a plus
  • Good undestanding of written English

RESPONSIBILITIES:

  • Create mood concept illustrations for world building
  • Create concept art for game assets and props
  • Follow the established visual style for each game

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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UI Programmer https://www.haemimontgames.com/ui-programmer/ Tue, 16 Feb 2021 10:57:56 +0000 https://www.haemimontgames.com/?p=532 Read More]]> We are looking for a UI Programmer to craft complex, yet accessible UI for our games.

QUALIFICATIONS:

  • Passion for video games
  • Experience with UI programming – game UI or front-end web development
  • Solid written English skills

RESPONSIBILITIES:

  • Write and debug code in Lua
  • Design and implement game UI in close collaboration with artists and game designers
  • Design and implement tools for internal use and mod creation

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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Game Programmer https://www.haemimontgames.com/game-programmer/ Wed, 16 Dec 2020 10:00:46 +0000 https://www.haemimontgames.com/?p=62 Read More]]> We are looking for a Game Programmer to create exciting new worlds and experiences.

QUALIFICATIONS:

  • Passion for video games
  • Experience with C++ programming
  • Solid written English skills

RESPONSIBILITIES:

  • Write and debug code in C++ and Lua
  • Design and implement gameplay features and ensure flawless player experience

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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Engine Programmer https://www.haemimontgames.com/engine-programmer/ Tue, 15 Dec 2020 11:00:39 +0000 https://www.haemimontgames.com/?p=59 Read More]]> We are looking for an Engine Programmer to develop a rock-solid multi-platform engine.

QUALIFICATIONS:

  • Passion for video games
  • Experience with multi-threaded C++ programming
  • Experience with MS Windows, OS X, Linux (iOS or consoles is an advantage)
  • Solid written English skills

RESPONSIBILITIES:

  • Write and debug multi-threaded C++ code on multiple platforms
  • Write and debug Lua code
  • Design and implement multi-platform solutions

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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Junior Programmer https://www.haemimontgames.com/junior-programmer/ Tue, 15 Dec 2020 10:50:50 +0000 https://www.haemimontgames.com/?p=190 Read More]]> We are looking for a Junior Programmer to join our team and become part of the game industry.

QUALIFICATIONS:

  • Passion for video games
  • Understanding of C++
  • Solid written English skills

RESPONSIBILITIES:

  • Write and debug code in C++ and Lua
  • Implement gameplay and engine features on multiple platforms

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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Character Animator https://www.haemimontgames.com/character-animator/ Thu, 10 Dec 2020 15:07:02 +0000 https://www.haemimontgames.com/?p=495 Read More]]> Join us as a Character Animator and set our characters and games in motion.

QUALIFICATIONS:

  • Passion for video games
  • Experience with animation in 3DS Max
  • Ability to create custom rigs
  • Understanding of animation constraints
  • Ability to write script expressions is a plus

RESPONSIBILITIES:

  • Create animations for humans, animals and other objects – with and without using mocap
  • Follow the established animation style for each game
  • Help us define the animation style for each game

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime
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VFX Artist https://www.haemimontgames.com/vfx-artist/ Thu, 10 Dec 2020 14:19:38 +0000 https://www.haemimontgames.com/?p=471 Read More]]> Join us as a VFX Artist and bring our games to life with visual effects.

QUALIFICATIONS:

  • Passion for video games
  • Experience with modeling and texturing in 3DS Max
  • Ability to create particle systems
  • Ability to create Smoke/Fire simulations
  • Ability to create Rigid Body aimulations
  • Ability to work with Houdini is a plus

RESPONSIBILITIES:

  • Come up with ideas about use of VFX in our games – particles, destruction, decals and lighting
  • Use our in-house particle editor to create hundreds of particles
  • Create static and animated textures for use in effects
  • Fine tweak visual effects to achieve maximum performance and great visuals

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime

 

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Texture Artist https://www.haemimontgames.com/texture-artist/ Thu, 10 Dec 2020 14:00:05 +0000 https://www.haemimontgames.com/?p=473 Read More]]> Join us as a Texture Artist and define the look of our games.

QUALIFICATIONS:

  • Passion for video games
  • Understanding of PBR materials and texturing in games
  • Experience with Substance Painter and Photoshop
  • Experience with Substance Designer is a plus

RESPONSIBILITIES:

  • Create materials and textures for wide range of models
  • Follow the established visual style for each game
  • Help us define the visual style of each game

BENEFITS:

  • Working in a creative team with a successful track record
  • Healthcare insurance
  • Multisport card
  • Relaxed working environment
  • No overtime

 

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Victor Vran slays om Nintendo Switch / August 28TH https://www.haemimontgames.com/victor-vran-slays-om-nintendo-switch-august-28th/ https://www.haemimontgames.com/victor-vran-slays-om-nintendo-switch-august-28th/#respond Tue, 17 Jul 2018 11:26:49 +0000 https://www.haemimontgames.com/?p=415 Read More]]> We are happy to announce – Victor’s back for Nintendo Switch! And this time you can take him anywhere on his quest to separate as many demon skulls from there bodies as possible in the cursed city of Zagoravia. Hunt with local two-player co-op, with up to four-player co-op online as Victor Vran: Overkill Edition makes best use of Nintendo’s portable powerhouse to grant Nintendo Switch users the definitive demon-slaying experience!

 

Click here to find out where to pre-order!

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Dev Diary 10: Curiosity https://www.haemimontgames.com/dev-diary-10-curiosity/ https://www.haemimontgames.com/dev-diary-10-curiosity/#respond Tue, 19 Jun 2018 06:59:30 +0000 https://www.haemimontgames.com/?p=410 Read More]]> It is time for a new dev diary exploring the new features added to Surviving mars.

New Domes
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Curiosity introduces five new Dome types to the game. These are not skins or variants of the old Domes, but entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. Each of them is unlocked together with one of the old Domes, potentially by an existing tech. This means that many of them may be directly available even when you load a savegame created before the Curiosity update.

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  • Micro Dome – a very cheap triangular Dome available at the start. No capability to host a Spire. Can be very useful when space or resources are limited or as an extension to an existing Dome when connected with passages.
  • Barrel Dome – an alternative to the Small Dome, available at the start. It provides more usable space but has no capability to host a Spire.
  • Trigon Dome – similar to the Medium Dome and made available at the same time. Cheaper to build, but provides less habitable space.
  • Mega Trigon Dome – similar to the Large Dome and made available at the same time. Cheaper to build, but provides less habitable space. The triangular shape can be kinda tricky to position on some places of the map with a Dome that big.
  • Diamond Dome – this is the only new design that requires a new tech, more specifically a breakthrough, so it will not be available in every playthrough. It is a rhombus-shaped Dome that has the capability to host two spires. We want to keep the “two spire” Dome configurations special and somewhat exclusive but with the new design, we are increasing the chance that you get at least one of the two available configurations during any of your games.

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Command Center

The Command Center is a handy new toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools:

  • Graphs – view historical data for various colony metrics for the last 50 Sols
  • Buildings – inspect and manage buildings, work shifts, workers and upgrades
  • Domes – inspect and manage Domes and Dome Policies. Check average dome stats, as well as homes and jobs at a glance.
  • Colonists – inspect Colonists and compare their stats, traits and interests. Locate problematic colonists quickly.
  • Transportation – inspect and manage Drones, Shuttles and Transporters. Check Drone/Shuttle load at a glance and reassign Drones without hunting individual controllers in the normal view

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Buildings and Colonists can be filtered by various criteria. If you want to upgrade only some of the extractors in the colony, you can filter out all extractors, quickly check them out in the view on the left side of the screen and upgrade only the ones that you want, all without closing the Command Center. You can use combinations of filters as well – for example, to hunt down all problematic colonists that live in a particular Dome.

The Command Center has been integrated with other existing game interfaces such as the Colony Overview and the Dome Filter – double-clicking a trait in the Dome Filter will open the Center filtering Colonists with this trait in the specified Dome. We plan to keep improving the Command Center and adding new options to it in the future, so any suggestions are welcome. Once the update goes live, please share what kind of information or management tools would you like to see added down the road!

Info Bar
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I’ve said it before, but it bears repeating – I love mods! Not only they empower the players to expand the game and make it cooler, but we can also cherry pick the ideas that we like best and shamelessly add them to the official game.

One such mod that has been particularly popular both with the community and here, at Haemimont Games, is the Info Bar mod, created by Waywocket. We liked Waywockets’ info bar so much that we decided to add an Info Bar of our own to the game. As you can see in the screenshot, our Info Bar shows research progress but is otherwise very similar to the mod that inspired it. Thanks for the great idea, Waywocket, may your nickname live forever in our credits!

Tutorial

Until now I talked about the stuff I love – Domes, Mods and cool management interfaces. Let me tell you about the feature that almost every developer hates – the tutorial. Tutorials are notoriously hard to develop and maintain, and even a very good tutorial is often perceived as some kind of obstacle before the actual game experience. Still, tutorials may be necessary, as we learned the hard way with the launch of Surviving Mars. The feedback of many new players can be summed up by one simple sentence – “How do I play this game?”

Creating a tutorial after release may seem like a waste of effort, but we really want to make our game more welcoming to newcomers and we see this tutorial as very important for the future health of Surviving Mars. So we drew straws and my unlucky colleague Boyan was chosen to design and produce a comprehensive tutorial to be created by a pack of grumpy programmers (like wizards, programmers tend to be grumpy, but the ones working on tutorials are particularly so). Turns out Boyan took “comprehensive” a little too literally, so we now have a huge five-part monster of a tutorial on our hands. He is still recovering from the development of the damn thing, but we are quite happy with the result! It will certainly be helpful to newcomers, even if most of the existing players would never need it.

 

The original publication here

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