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.

    Note: Due to system performance requirements for development tools, it is important that your PC have at minimum 24GB of RAM, with 32GB+ being recommended, if you are applying for any of the following positions:
    -Level Designer
    -3D Artist
    -Animator
    -Programmer

    ______________________________________
    Available Positions
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    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.

    Position 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.


    Application 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

    As a Character/organics artist, you will help re-imagine the classic characters 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.

    Position RESPONSIBILITIES

    • Sculpting high-poly 3D organic models for humanoids and diverse monsters.
    • Baking high-poly models to game ready low poly assets.
    • Texturing models using a PBR workflow.
    • 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.
    • Asset in troubleshooting animation problems as they arise.


    Application REQUIREMENTS

    • Familiar with source control (SVN, Git, or equivalent).
    • Ability to create both high and low poly organic 3D models (must be able to show high and low poly wireframes)
    • Ability to texture models with a PBR workflow for use in the Source Engine (must be able to show diffuse, normal, spec, and RMA texture sheets)
    • Skill level threshold requirement is that of official Half-Life 2 models. Black Mesa and CSGO characters/organics are also a good reference for minimum requirements.
    • Familiar with source control (SVN, Git, or equivalent).
    • Experience with Maya, 3DS max, Blender, or equivalent modeling software.
    • Experience with Photoshop, Substance Painter, or an equivalent 2D texturing software.
    • Ability to create clean UV maps for models created, which are readable by other team members (must be able to show UV sheets)
    • Understanding and implementation of LODs and other general performance techniques (must be able to show)
    • 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 items you crafted sound fulfilling? 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.

    Application REQUIREMENTS

    • Familiar with source control (SVN, Git, or equivalent).
    • High poly and low poly workflow (must be able to show high and low poly wireframes)
    • Ability to unwrap, texture, compile, and setup materials for in-game use (must be able to show diffuse, normal, and spec texture sheets)
    • Solid understanding and experience with a PBR worklow
    • Basic understanding of Source Engine model viewer 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 (must be able to show)
    • 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:

    -Female Scientists
    -HECU Gunner
    -HECU Medic
    -Otis

    Position 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.

    Application 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.





    2D Texture Artist

    DESCRIPTION

    Are you a digital artist who wants to use an exciting 3D world as their canvas? Then this might be the position for you!

    Position RESPONSIBILITIES

    • Create PBR world textures and materials for use within the Source Engine
    • Work alongside Level Designers to faithfully and patiently convert and update old world textures to function with PBR

    Application REQUIREMENTS

    • Must have a complete and skilled understanding of PBR texture creation
    • Must be willing to meticulously re-create old existing textures to bring them into the PBR workflow
    • Must have experience with common image/texture creation applications. Substance Designer is preferable. Photoshop is acceptable.
    • Must be able to create many different style/themed textures for use both within the BMRF, as well as in the alien borderworld of Xen.
    • Understanding and ability to keep texture resolutions reasonable to function best with our Engine Limitations. 512x512 is standard, 1k is less common, 2k is extremely uncommon.
    • Understanding of and/or willingness to learn the basics of the Source Hammer Level Editor in order to finalize and properly test your textures and materials


    Generic examples not from this project:








    Level Designer

    DESCRIPTION

    As a Level Designer, you will beresponsible for using concept art, references from the originalgames, and your own imagination, to faithfully re-create andre-imagine the original games environments; as well as put in placethe technical operations and gameplay interactions that will takeplace inside them.


    Position RESPONSIBILITIES

    • Create functional Blockouts of environments
    • Fully detail and populate environments with assets created by our artists
    • Communicate with artists and write up detailed asset requests
    • Optimize environments from start to finish with all the optimization techniques the engine has to offer
    • Set up map logic, scripted sequences, combat scenarios, and other general gameplay interactions
    • Handle the lighting pass for your environments
    • Lead and assist with the creation and implementation of soundscapes and other sfx within your environments
    • Rigorously iterate upon and test your levels
    • Willingness to assist other Level Designers when requested
    Application REQUIREMENTS

    • Must provide examples of previous finished work to display & play
    • Must have Advanced or Expert skill level experience within Source Hammer Editor and general level design practice

    Advanced skill level could be described as:
    • Knowing the ins and outs of Hammer
    • Ablity to create optimized and semi-realistic themed environments
    • Knowing the difference between an appropriately designed and detailed environment that matches a proper theme and style vs an environment that mindlessly spams assets to give the poor appearance of detail
    • Having a functional and practical understanding of the various tool brushes and optimization techniques, such as clipping, area portals, hint brushes, occluders, prop fade distance settings, etc
    • Knowledge of Hammers' staticpropcombine feature is not required for this application, but will be required to learn once joining the team
    • Workable understanding of the brush tools, from basic blockouts to complicated displacement designs
    • Ability to light levels with semi-realistic lighting not only for visually interesting cinematic aesthetics, but also for gameplay purposes
    • A keen eye for texture usage and brushwork design so that textures and brushwork are scaled appropriately and feel like a cohesive theme for the level
    • Basic knowledge of soundscapes and sfx implementation in a level
    • Knowledge of 3D skybox creation
    • Knowledge of logic entities, scripted sequences, and other various input/output functions



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