The currently open positions within the team are as listed below, but please don't hesitate to apply to the team even if a position for your area of expertise isn't listed:


Weapons Animator -
A weapons animator is required in the team to create multiple first-person animations for the various weapons in the Assassination Mod, which will involve animating the weapon concerned, and player arms. It is not necessary to know how to rig the weapons for ingame use, but a plus (You must have a copy of 3DS Max 9 or higher if you cannot rig the weapon). The standard setup must be used (No IK), although the weapon can be linked to one of the hands.

C++ Coder -
A C++ coder that is familiar with the Crysis source-code is needed to make modifications and additions to the source-code. This will include the creation of new features from a planned concept, as well as making modifications to already coded features in the game. The feautres in themselves are relatively simple in concept.

Music/Audio Designer -
We are currently seeking a talented music/audio designer, who is capable of composing and creating music for the various levels of the Assassination Mod (As well as for other purposes, i.e trailer music), and also capable of creating new sound effects (Primarily, weapon firing sounds). Even if you are capable of only partially filling in this position, please don't hesitate to apply. The applicant must be willing to experiment until the desired result is achieved. It is not required to be able to encode the sound to a format useable by Crysis.

Vegetation Modeller/Texturer -
We're now in need of a vegetation modeller/texturer to create various new types of vegetation (Mainly trees) for the levels in the Assassination Mod. This will include modelling and texturing the vegetation from reference images, as well as creating LOD (Level of Detail) meshes.

Vehicle Modeller/Unwrapper/Texturer/Rigger -
Due to our current vehicle modeller/texturer/rigger being inactive, we require a new person to fill in that position for us. This will likely involve re-creating previously shown vehicles, as well as new vehicles for us. If you cannot texture/rig a vehicle, but can model one, please do not hesitate to apply anyway, being sure to mention your specific skill/s. The previous statement applies to all combinations, such as if you can texture, but not model/rig, don't hesitate to apply too.

Prop Modeller/Unwrapper/Texturer -
It never hurts to have many prop modeller/texturers, so we are currently seeking prop modellers/texturers to be on 'reserve' for when another member is unable to create an item that is required, or for when a member is unable to create an item in a reasonable time-period. For the modelling side of things, you will need to be able to create polygon efficient props of a high quality and detail. You are not required to import it ingame. In regards to texturing, you will be require to create fairly realistic textures, with good definition of the desired material.

Character Modeller/Unwrapper/Texturer -
Talented persons are needed to re-enforce the team in the department of character modelling/texturing, with realistic character models being needed, both in regards to the models and textures. In regards to the model, a high amount of detail will need to be achieved while maintaining a relatively low polycount. In regards to texturing, realistic textures with great defination in the desired material is a requirement, with the ability to the create diffuse, specular and potentially normal maps.