Relevant experience required. We are unable to train volunteers
Please read the detailed information about each department’s requirements by clicking the button below.
Please read the detailed information about each department’s requirements by clicking the button below.
Concept Artist & Texture Artist
We are on the lookout for artists with good design and problem solving capabilities. As a member of the 2D department your role will be to help breathe new life into the world by redesigning assets; varying from creatures, props all the way to weapons and architecture.
Being a team player and receptive to feedback are also key characteristics for this role.
3D Artists
We’re looking for real time asset creators who will consider that we’re a broadly fantasy project, working in a relatively realistic style. – For examples click here.
Portfolio requirements:
If your portfolio is stacked with high poly render scenes, sci-fi/modern or heavily stylised “Blizzard” type fantasy assets with no breakdowns or polycount, it doesn’t tell us much about how your work would fit in with what we need. No matter how good something looks, if you don’t show how you made it, that means we don’t know how you would make things for the project.
Keep in mind real time optimisation for something like UE5 is still going to be pretty heavy for the engine we use but showing clean, optimised geo along with good material breakdowns will tell us a lot about your workflow/how you approach things.
An asset test may be asked from artists who haven’t really shown any realtime or have a style very different from the projects, but whose work is very impressive. It’s never a straight skill test as such, it’s more how would they tackle project style, technical requirements and engine limitations.
Implementation Developer
Our job is to make the assets our 3D artists create game-ready. To make this possible a good communication between several departments and members of your department is required. Assets have to be tested in game. Following our naming conventions and other guidelines is necessary.
Our requirements:
Required tools:
Interior Level Designer
While we are always excited to welcome experienced level designers with an existing portfolio of dungeons or interiors, we are also on the lookout for modders who are comfortable working in the Creation Kit’s render window and want to contribute in a hands-on way even if they’re not veteran dungeon creators.
Almost all of Skyblivion’s dungeons are already built, but they still need that final polish to reach Skyblivion’s quality standards. This means:
If you know your way around the CK and are willing to help with these essential finishing touches, we’d love to hear from you. This work might not always be glamorous, but it’s absolutely crucial to making our dungeons shine. Think of it as the final brushstrokes on a massive collaborative painting. To make sure the role is a good fit, we’ll give interested volunteers a small test assignment before joining the team.
Exterior Level Designer
To provide, if not organization, morale support and guidance when designing the overland for Skyblivion. Using the creation kit to change and update the terrain in Tamriel into an updated, realistic terrain set for higher standards. Work with a team of experienced landscapers towards the overarching terrain goal for the worldspace. Communicate with other leads to ensure consistency for the project as we progress inch by inch across the map.
Our requirements:
Sound Designer
We are replacing most, if not all, of the original Oblivion sound effects with new and higher quality ones. As well as creating entirely new and unique sounds. For this, we are always in need of talented sound designers. These sounds range from weather and ambience to spells and weapons. Your role as a sound designer may involve creating new unique audio assets for our content and/or implementing them using Creation Kit and relevant tools.
Navmesh Developer
Navmesh is an essential part of Skyblivion because it enables us to control where NPCs can and cannot go, without effective navmesh, NPCs are unable to chase the player in combat and risk walking into static objects (or lava). Your role as a member of the Skyblivion navmesh team would involve hand-drawing navmesh from scratch.
Navmesh work is fairly easy to learn but can be tedious to carry out. When applying, providing sufficient evidence is extremely important. This has to include a link to a personal mod you have made that involved navmeshing or through the practice esp’s that we can provide. Be aware that while life always comes first, communication is a must so that the team can work cohesively. Contact KraftyTom or HarrockTheDev for access to our practice modules on the Skyblivion Community Server.
Any applications without clear evidence of navmeshing ability in the Skyrim Creation Kit will be ignored.
Quest Developer
We are in the process of debugging all of the quests from Oblivion, which have been converted by our Scripting Department. We need members who know the Creation Kit (CK) and the Papyrus scripting language well to complete this task, as well as to implement spells and magic effects, packages and NPC schedules, Oblivionesque game mechanics such as spell crafting, alchemy and sigil stone enchanting, and the like. Knowledge of other scripting languages can be helpful for a few specialized tasks, but we are primarily looking for those skilled in using the CK and Papyrus.
Our requirements:
Mechanics Developer
Mechanics covers most aspects of gameplay in the project and is responsible for everything ranging from spell implementation to perks and balance. Most of the work from this department will involve adjusting values or ensuring records are correctly set up in the project. Applicants must show either an existing mod or proof of skill to apply. (You may be asked to complete an example plugin to show understanding before being accepted)
Creation Kit or Xedit experience Essential
A volunteer should have a good understanding of at least one of the following aspects of modding.
Teamwork and open communication are crucial.
User Interface Developer
We create intuitive and, visually appealing UI that enhance gameplay by making information and controls easily accessible. Our goal is to craft UI that enriches the player experience through clarity, responsiveness, and style. Your role, as a member of the Skyblivion UI team, could be either creating the 2D Assets for our menus or to create and implement the menus to the game.
Our requirements (UI Art):
However, applications without proof of skill will be ignored. We’re looking for evidence of your ability to design clear, intuitive layouts and visually appealing art elements using vector graphics. You’re welcome to apply even if your experience is solely with vector graphics—specifically in creating and using them, such as converting elements from PSD files into high-quality vector assets
Our requirements (UI Implementation):
We need to see that you can create complex UI and that you are able to integrate it flawlessly with papyrus into the game. Any applications without a fully working custom UI, and its source files, will be ignored. Since we are not using SKSE plugins (.DLL) for our menus, we can not consider any application which is using one.
Required tools (UI Implementation):