Sticky Available positions

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    • Available positions

      Calling All Interested Research Associates

      Are you, a friend, or relative interested in joining Tripmine Studios? We are 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".

      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 on average.

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

      If passionate about the Half-Life universe, send an application to applications@tripminestudios.com and cc onorati.apps@gmail.com.

      Animator


      DESCRIPTION

      We need someone to help bring the Black Mesa Research facility to life - and that person may just be you! 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.

      RESPONSIBILITIES

      • 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

      • Familiar with source control (SVN, Git, or equivalent).
      • 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.
      • 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.




      3D Character Artist / Organics

      DESCRIPTION

      When you concept art for a charcter, do you start daydreaming about how that character may act, think, and feel? Do you get an itch to sculpt creatures of all varieties? As a Character artist, you will help reimagine the classic character 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.

      RESPONSIBILITIES

      • 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 the development cycle of game mechanics and entities.
      • Troubleshooting of animation problems as they arise.



      REQUIREMENTS

      • Familiar with source control (SVN, Git, or equivalent).
      • Ability to create both high and low poly organic 3D models.
      • Ability to texture models created to a professional level for use in the Source Engine.
      • Skill level threshold requirement is that of official Half-Life 2 models. Black Mesa 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.
      • Experience in 3D modeling 2D texturing (samples and portfolio pieces are REQUIRED).
      • Experience with the Source Engine (branch does not matter) is a plus but not required.
      • Experience with the Hammer World Editor (branch does not matter) is a plus but not required.


      3D Hard Surface Artist

      DESCRIPTION

      Does seeing a world become filled with props and interactables you crafted sound fulfulling? Then do we have the position for you! As a prop/environment artist you will be working closely with level designers to create high quality hard-surface assets to populate the Black Mesa Research Facility.

      REQUIREMENTS

      • Familiar with source control (SVN, Git, or equivalent).
      • 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
      • Experience with the Source Engine (branch does not matter) is a plus but not required.
      • Experience with the Hammer World Editor (branch does not matter) is a plus but not required.



      2D Vector Artist

      DESCRIPTION

      Do you have an itch for designing interfaces? Think games should be as intuitive as possible for a player to interact with? As a 2D Vector Artist your hands will be those that craft the UI, HUD, and in-game interfaces of Guard Duty and Operation: Black Mesa.

      RESPONSIBILITIES

      • Design icons for in-game achievements that will appear on Steam.
      • Create glypths for in-game icons such as damage indicators, UI icons, etc.
      • Draft mock ups of various user interfaces for players to interact with.
      • Work alongside design and tech teams to re-design Source UI for modern standards.
      • OPTIONAL: Design 2D decals for use in-game (signs, labels, etc.)

      REQUIREMENTS

      • Familiar with source control (SVN, Git, or equivalent).
      • Existing portfolio of vector graphics (not necessarily for games).
      • Experience in Adobe Illustrator, Inkscape, or similiar vector art software.
      • Experience in user experience design is a plus (not necessarily for games).
      • Experience in user interface deisgn is a plus (not necessarily for games).
      • General understanding of color theory is a plus.
      • Experience with the Source Engine (branch does not matter) is a plus but not required.

      Graphics Programmer

      DESCRIPTION

      Do you have a passion for making a game world shine to its fullest potential? If so, this position may be the one for you! As a graphics programmer you will be working within the modified version of the Counter Strike: Global Offensive codebase. Primary tasks will involve implementing visual effects and improving overall visual fidelity in the existing engine.

      RESPONSIBILITIES

      • Experimentation with modern rendering techniques for enhanced visual fidelity.
      • Improving upon Source's native lighting system.
      • Enhancing environments via adding to the existing suite of post-processing effects.
      • Creating new shaders for use by environment artists upon request.
      • Implementing new material proxies as needed by environment artists.

      REQUIREMENTS

      • Experience working in C++ (2 years+ or related experience).
      • Experience in a shader language such as HLSL (1 year+ or related experience).
      • Portfolio of code samples for both C++ and HLSL or a similar shader language is REQUIRED.
      • Experience working in DirectX 9, 10, 11, or 12 API is REQUIRED.
      • Familiar with source control (SVN, Git, or equivalent).
      • Dedicated and able to work with a team.
      • Experience with the Source Engine (branch does not matter) is a plus but not required.
      • Experience with the Hammer World Editor (branch does not matter) is a plus but not required.

      Vocal Talent

      DESCRIPTION

      Interested in hearing your voice in the Half-Life universe? We have plenty of characters, both male and female, that are asking for someone to breathe new life into. Besides re-recording the original dialogue, new encounters and scripted scenes are here waiting for your creativity.

      Open positions to be cast in are:

      -Male Scientists
      -Female Scientists
      -Male Black Ops Soldiers
      -Drill Instructor Barnes
      -Marine Recruits
      -HECU Engineer
      -HECU Gunner
      -HECU Medic
      -Dr. Rosenburg
      -Otis
      -Female Tram/Announcement System (Pre-Resonance)

      RESPONSIBILITIES

      • Recording dialog and vocalizations for the character you are cast as.
      • Working with audio engineers to make changes to audio files as necessary.
      • Working with level designers and narrative designers to plan out dialog for story segments and general use.

      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. This does not need to be to a professional studio level, but must be better than a simple consumer standard mic.
      • Minor knowledge of audio editing software techniques in order to edit sound files for various needs.
      • Prior experience or training in voice acting is a huge plus but not required.
      Related skills such as theater acting and professional singing can also be acceptable as they generally correlate in many ways.
      • Familiarity with Source Engine and audio implementation is not required but is a huge plus.

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