To make sure recruitment resources are not wasted, please read the below information to find out what each department is looking for/needing in an applicant before submitting your application.
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Navmesh
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). Navmesh in Skyrim can be autogenerated or hand-drawn. Unlike in newer engines, autogen navmesh is extremely low quality in the Skyrim Creation Kit but can provide a baseline that can be edited by hand. This allows us to use a hybrid system that balances time and accuracy. Your role as a member of the Skyblivion navmesh team would involve working with autogenerated navmesh to help remove errors and optimise the pathing to ensure that it works effectively or hand-drawing navmesh from scratch. The work is fairly easy to learn but can be tedious to carry out. Although we currently work in Skyrim legendary edition, we will soon be transitioning to SSE, so if you only own that version of the game, please feel free to apply anyway. When applying, providing sufficient evidence is extremely important. This can include a link to a personal mod you have made that involved using navmesh, or screenshots of the same. Be aware that while real life always comes first, communication is a must so that the team can work cohesively. Contact Harrock#0449 or HeyThereAbs#4935 for practice modules either on the Skyblivion Community or Arcane University servers.
Any applications without clear evidence of navmeshing ability in the Skyrim Creation Kit will be ignored.
3d implementation
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:
TechWizards
The role of the coding department is to work on tools to automate portions of our work in building Skyblivion.
Our requirements:
Quests
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:
Interiors
Our mission is to gentrify the oblivion interiors. We use only the creation kit to remake the interior cells within the game. We must provide a wonderlust environment for caves, fortresses and ruins. Our department works with a family attitude closely working with each other to provide a seamless experience between interiors.
Our requirements:
Landscaping
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:
2D Department
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.