Sticky Available positions

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    • Available positions

      Calling All Interested Research Associates
      Do you think that a friend, relative, or yourself would make a valuable addition to the Tripmine team?
      The Tripmine team is looking to expand and bring on new, talented individuals to join us in recreating the classics "Half-Life Opposing Force" and "Half-Life Blue Shift". If passionate about the Half-Life universe, send an
      application to applications@tripminestudios.com.

      Please note all positions offered currently are not paid positions.
      Please note all positions offered require a minimum of 7 hours of work per week.

      Make sure you have read >>our application guidelines<< before applying!

      If you are interested in becoming a key component to our team, Immediate openings are available in the areas of:


      Animator


      DESCRIPTION

      As an animator at Tripmine Studios you will have the ability to start working instantly with professional level 3D organic and hard surface models. From humanoids to aliens, machinery to flora, bringing the worlds of Operation Black Mesa and Guard Duty will be in your hands.

      RESPONSIBILITES

      • Rigging and animating of 3D models for implementation within the Source Engine.
      • Work with both pre-existing rigs (Valve biped) as well as create your own for both organic and hard surface models.
      • Work closely with game designers, 3D artists, and programmers to creatively solve problems as they arise in the development cycle of game mechanics and entities.
      • Management of large quantity of 3D models.
      • Troubleshooting of animation problems as they arise.

      REQUIREMENTS

      • Able to work with fully sculptured organic 3D models to create rigs and smooth animations to make the creatures that roam the halls of the Black Mesa Research Facility more alive than ever before.
      • Familiar with source control (SVN, Git, or equivalent).
      • Experience with Maya, 3DS max, or equivalent animation software.
      • Dedicated and able to work with a team.
      • Previous experience in 3D animation and rigging (samples and portfolio pieces are REQUIRED).
      • Experience with the Source Engine (branch does not matter) is a big plus.
      • Experience with the Hammer World Editor (branch does not matter) is a big plus.
      • Ability to put in regular hours to accomplish tasks as required





      Character Artist / Organics

      DESCRIPTION

      As a Character artist, you will help reimagine the classic chracter and creatures from the Half-Life universe in HD detail.
      From sculpting to texturing, the design of flora and fauna of the Black Mesa Research Facility and Xen will rest on your shoulders.

      RESPONSIBILITES

      • Sculpting high-poly 3D organic models for humanoids and diverse monsters.
      • Baking high-poly models to game ready low poly assets.• Texturing models produced so they are compatible with the Source Engine.
      • Manage multiple 3D models at any point in time.
      • Work closely with game designers, animators, and programmers to creatively solve problems as they arise in thedevelopment cycle of game mechanics and entities.
      • Troubleshooting of animation problems as they arise.

      REQUIREMENTS

      • Able to create both high and low poly organic 3D models.
      • Able to texture models created to a professional level for use in the Source Engine.
      • Skill level threshold requirement is that of official HL2 models, although BMS skill level is also a good reference.
      • Familiar with source control (SVN, Git, or equivalent).
      • Experience with Maya, 3DS max, Blender, or equivalent modeling software.
      • Experience with Photoshop or equivalent 2D texturing software.
      • Ability to create clean UV maps for models created, which are readable by other team members.
      • Dedicated and able to work with a team.
      • Previous experience in 3D modeling 2D texturing (samples and portfolio pieces are REQUIRED).
      • Experience with the Source Engine (branch does not matter) is a big plus.
      • Experience with the Hammer World Editor (branch does not matter) is a big plus.
      • Ability to put in regular hours to accomplish tasks as required.



      Prop/Environment Artist

      DESCRIPTION

      As a prop/environment artist you will be working closely with level designers to create high quality hard-surface assets to populate the levels with.

      Requirements

      • High poly and low poly workflow
      • Ability to unwrap, texture, compile, and setup materials for in-game use.
      • Basic understanding of Source Engine modelviewer and Hammer so that you can test your props properly when finalizing for in-game use.
      • Understanding and implementation of LODs and other general performance techniques
      • Dedicated and able to work with a team.
      • Ability to put in regular hours to accomplish tasks as required.






      Positions for Consideration:

      Voice Actor

      DESCRIPTION

      We need both male and female voice actors who can replicate the original audio dialogue and also provide new additional dialogue.

      Examples of NPCs that will need dialogue:
      -Male Scientists
      -Female Scientists
      -Security Guards
      -Male Black Ops Soldiers
      -Female Black Ops Assassins
      -Drill Instructor
      -Marine Recruits
      -Marines/HECU/Soldiers
      -HECU Enginner
      -HECU Gunner
      -HECU Medic
      -Dr. Rosenburg
      -Gman

      Requirements

      • Must be able to speak fluent American English, as that will heavily be the dominant accent.
      Slight British accents may also be acceptable for very minor and selective NPC dialogue.
      • Must have proper/decent recording equipment in order to acquire the highest quality sound possible.
      Does not need to be thousands of dollars worth of equipment. But naturally anything better than a headset mic or $50 mic is gonna be acceptable.
      • Must at least have minor knowledge of audio editing software techniques in order to edit sound files for various needs.
      • Ideally have prior experience or training in voice acting.
      Related skills such as theater acting and professional singing can also be acceptable as they generally correlate in many ways.
      • The more voices a person can perform, the better. Ideally voices will have some similarity to the originals.
      • Must have working copy of the original games (as is required of all applicants) in order to be able to locate and access the original files for reference.
      • Familiarity with Source Engine and sound file implementation

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