Unfortunately, we do not have any artist roles open at this time.
GrieverGames
Recent community posts
Hello,
Griever Games is currently seeking to fill a community manager / social media manager position for our title, Forlorn Outcast.
Who are we?
We are a new Indie game studio made up of 20 talented and passionate developers, with a variety of skill sets. Our ambition is to bring detailed and interesting worlds to life, while creating challenging experiences for players. Our current project is in heavy development and we are hoping you may join us. We recently made a new teaser and are very excited to share it with you: https://youtu.be/R5dMSjHOCmw
Who are we looking for? We are looking for individual who wants to be the face of Griever Games. We want someone who is passionate about games and their players above all. We will need someone who can will recruit future players and engage with them. Experience with managing a community through social media engagement (including Discord, Facebook, Twitter, YouTube and Reddit) would be a major plus! It would be great if you have experience in setting up a successful Kickstarter campaign or if you have marketing experience.
What will you do?
Your tasks will consist of marketing related projects and managing our community through social media. We hope to set up a Kickstarter campaign and need someone who can take charge of it, set up the campaigns, work with the team to get requirements together, and be the spokesperson for the team and the game. The role will also be in charge of setting up and managing our social media accounts, writing up blog posts, newsletters, and other marketing related activities.
This is a rev-share position that also pays $10-20 per blog post or newsletter. We are expecting to post one or two per week. The exact terms can be negotiated during your interviews with members of the team.
If you are interested in joining the team as our community and social media manager or if you have any questions regarding the role, please get in contact via:
The Project Lead’s Discord ID - zstrife#1278
- OR -
Thank you very much for taking the time to read this!
Griever Games
Forlorn Outcast
A souls-like game where balancing powerful magic and combo-filled melee combat is a constant struggle. The world of Tilsa is invaded by demons that feast on magic and those gifted with magic. Casting spells may alleviate your suffering temporarily, but be warned, excessive magic empowers your foes and is a one-way ticket to an early grave.
Who are we?
We are Griever Games, a game studio made up of 16 talented and passionate developers, with a variety of skill sets, and years of experience. Our ambition is to bring detailed and interesting worlds to life, while creating challenging experiences for players. Our current project, Forlorn Outcast, is almost midway through development and we are hoping you may join us. For more information on Griever Games, please visit our website at: https://griever.net/
3D ENVIRONMENT ARTIST
We work within a Stylized PBR art style, or more accurately worded a Stylized-realism hybrid. Think 65% stylized and 35% realistic. Fable is a great style comparison. We have an art style guide, documentation and a team of people experienced in the art style who can be on-hand to help. However, if stylized artwork doesn’t interest you, or you don’t like a workflow which incorporates a lot of sculpting (for the most part), then this probably isn’t the project for you. In addition, based on past experiences of people joining the team, typically if you have no experience with an art style close to ours (i.e. 0 stylized work), then you may struggle.
Feedback, asset tasks, and overall direction is given by the Art Lead, but the whole process is very collaborative where the whole art team provides feedback to one another and is willing to lend a hand when needed.
If applying please make sure you know the entire 3D art workflow from blockout – high poly – low poly – unwrapping – baking – texturing – importing game ready assets into the engine (Unreal Engine 4).
VFX Style Description
Just like the 3D artwork, the VFX takes a blended approach of stylized and realistic. Using a fire effect to be used on a torch as an example…. The base of the shapes and masks used will be representative and readable as a real flame. However, they may be elongated, tapered, flared etc. to provide a more stylized form. The colors of the effects will remain flat for the most part. There should be realistic variation amongst the flat color e.g. a flame may go from deep red to a deep orange over time. It may also have embers and smoke coming from it, spraying off in different directions to make it a believable and immersive effect.
Ideally all VFX are believable, immersive, and representative of what it is, but avoiding any realistic textures being used, sticking to flat color and emissive as much as possible.
VFX is a reasonably unexplored area of this project so there will be an element of ‘finding our feet’ when we begin work with this new team member!
UI Style Description
The UI is an unexplored area of this project. Overall, we’re looking for a diverse UI artist who can come in, understand the aim, work from various references/concepts, and work alongside the team to iteratively achieve the look we want
About the positions
We are offering a $150 sign on bonus for 3D artists plus rev share.
We are willing to purchase VFX and UI assets from a skilled artist or welcome them to the team for rev-share. Please let us know which option you prefer when sending your portfolio.
The 3D character designer can be a split between hourly pay and rev share.
If you are interested in joining the team as an Artist, please send us your portfolio. contactus@griever.net
You may also contact the lead via discord: zstrife#1278
Finally, we do have a project showcase video which we shared about 7-8 months ago:
https://www.youtube.com/watch?v=PgV2...ForlornOutcast
The video will give you a little more insight into the way we work. The build at least 7 months old and doesn't show the progress made since that time but should provide the general direction and workflow we are using.
Thank you very much for taking the time to read this!
Griever Games
PS
We are full on narrative and audio positions.
Hello,
Griever Games is currently seeking to fill a narrative designer, programmer, and 3D Environment Artist position, within our team to work on our game: Forlorn Outcast.
For information on Forlorn Outcast and what it is, please visit our WIP website at: https://forlornoutcast.com/
Who are we?
We are Griever Games, a new Indie game studio made up of 12 talented and passionate developers, with a variety of skill sets. Our ambition is to bring detailed and interesting worlds to life, while creating challenging experiences for players. Our current project, Forlorn Outcast, is in early development and we are hoping you may join us. For more information on Griever Games, please visit our website at: https://griever.net/
NARRATIVE DESIGNER
We are looking for a Narrative Designer. Forlorn Outcast is a single player game with a narrative experience throughout. We are developing a large dark fantasy world, and there are many creative narrative opportunities to explore throughout the game, from the main story, to the smaller (but equally awesome) environmental stories we tell to enrich the world.
Something we do want to emphasize is that we are looking for narrative design for all elements of the game. This includes:
· The main story the player will experience within the game
· Backstory and Lore to inform developers of the world they are bringing to life and enrich the experience for players interested in knowing more.
· Creating all the various diary entries, book pages and notes which can be discovered and read within the world.
· All the character narration from our main protagonist. The protagonist will interact with various locations, items, abilities, enemies etc. A lot of this will require voice lines.
Another point worth noting is that the project has been in-development for approximately a year now and we do have some narrative foundations in place so we can progress with a narrative direction in mind. With this in mind, it does mean there is an element of having to work around a foundation already in place. Environments are already in place, and whilst we can make additions (dependent on scope), we need the narrative designer to work with us in these situations, and that does mean working around certain aspects. So, if you are looking for a project where you can build the narrative from the ground up on a clean slate, this isn’t the project for you. If you can take a foundation and steer it in a fitting and interesting direction whilst still respecting the current development and processes, we have within the team, then this may be the project for you.
PROGRAMMER
We are also looking for a programmer to join our team and work alongside our current programming team (made up of 2 programmers) Forlorn Outcast is made up of a combo-based combat system, alongside synergy-based AI, meaning there is plenty of interesting work to dive into.
We work within Unreal Engine 4, so experience with this engine is required, alongside C++ knowledge and experience.
3D ENVIRONMENT ARTIST
Finally, we are looking for a couple of 3D environment artists to help bring our world to life. You’ll be joining and working alongside our art team consisting of 3 environment artists and 2 character artists.
Feedback, asset tasks, and overall direction is given by the Art Lead, but the whole process is very collaborative where the whole art team provides feedback to one another and is willing to lend a hand when needed.
It’s hard to say exactly what assets you’ll be working on, given the fantasy setting, but we can say that you’ll be working on a variety of assets across a range of environments from snowy mountain passes to small primitive villages to Seurri – the grand capital city containing buildings such as cathedrals and palaces.
If applying please make sure you know the entire 3D art workflow from blockout – high poly – low poly – unwrapping – baking – texturing – importing the asset into the engine (Unreal Engine 4)
Also keep in mind that this is 3D art for a game, so please have experience with game-ready meshes and baking.
The second ‘condition’ of sorts is our art style. We work within a Stylized PBR art style, or more accurately worded a Stylized-realism hybrid. Think 65% stylized and 35% realistic. Fable is a great style comparison. We have an art style guide, documentation and a team of people experienced in the art style who can be on-hand to help. However, if stylized artwork doesn’t interest you, or you don’t like a workflow which incorporates a lot of sculpting (for the most part), then this probably isn’t the project for you. In addition, based on past experiences of people joining the team, typically if you have no experience with an art style close to ours (i.e. 0 stylized work), then you may struggle.
About the positions
When applying, please have a portfolio you can show. At this point, we are offering a $150 sign on bonus for artists. It will be paid out after the completion of an agreed upon number of assets. The position is also a rev-share model. We do not require a CVs or polished personalised websites (if you have one, great!), but the main point being, it doesn’t need to be anything advanced, we just need to see your work. Artstation is the best way to go if you do have one (quick, simple, effective).
If you are interested in joining the team as a Narrative Designer, Programmer or Environment Artist, please get in contact via:
The Project Lead’s Discord ID - zstrife#1278
OR
Both methods of contact work fine.
Finally, we do have a company and project showcase video which we shared a 4-5 months ago:
https://www.youtube.com/watch?v=PgV2e4da_rE&t=8s&ab_channel=ForlornOutcast
The video will give you a little more insight into the way we work, what we’re looking for and how the project progress is going (although it is from a build at least 4 months old)
Either way, feel free to check it out for more info and for an insight into what the project is visually heading towards.
Thank you very much for taking the time to read this!
Griever Games
Show, don't tell: Company & Project Showcase - Griever Games - Forlorn Outcast
...but also tell:
Hey,
We're Griever Games, a recently formed Indie Team working on our first commercial product, Forlorn Outcast. We have been in development for approximately 9 months (minus pre-production) and consist of 14 team members, ranging from Programmers, Artists (Character & Environment), Sound Designer, Level Designer and more....
We've developed a Video to showcase a little bit about who we are, how we work and some of our progress on Forlorn Outcast. We hope the video gives you some indication of how we work at Griever and why the project is worth getting involved with.
The world we are developing is ambitious, both in terms of scale and detail, and so, we are looking to expand our art team to help bring it to life. The video outlines the requirements of artists interested in the project. As the video states, we are looking for ENVIRONMENT ARTISTS
As a brief summary, Forlorn Outcast is a souls-like game where balancing powerful magic and combo-filled melee combat is a constant struggle. The world of Tilsa is invaded by a race that feast on magic and those gifted with it. Casting spells may alleviate your suffering temporarily, but be warned, excessive magic empowers your foes and is a one-way ticket to an early grave.
To get a better idea of the project and the company, please watch the video below. Contact info and how to find more information on both the company and project is shared at the end of the video.
We hope to hear from you soon!
Thanks,
Griever Games
Company & Project Showcase - Griever Games - Forlorn Outcast
Hello,
Griever Games is currently seeking to fill positions within our team to work on our game: Forlorn Outcast!
ABOUT FORLORN OUTCAST
Forlorn Outcast is a souls-like game where balancing powerful magic and combo-filled melee combat is a constant struggle. When Tilsa is invaded by demons that feast on magic and the magically gifted, hell breaks loose. Casting spells may alleviate your suffering temporarily, but be warned; excessive magic empowers your foes and is a one-way ticket to an early grave.
Limitless Magic
Often magic is restricted by point systems or available casts; in the world of Tilsa, magic is unlimited and unmatched. Carelessly expelling magic attracts magic feasting demons and gives rise to magic resistant demons. The only magic limitation is your own ability to live with the consequences.
Dynamic Difficulty Balancing
Based on your ability, magic use, and manner of progression, scenarios and enemy behaviors will change in real-time. Enemies will be better prepared, gather in larger numbers, lay traps, and send Stalkers to hunt you down, wherever you may hide.
Enemy Variety and Synergy
Only fools rush into combat against demons capable of enhancing one another. Demonic buffs and curses allow demons to grant one another strength, manipulate your senses, and die twice. Encounters with hordes of demons require tactics and skill. No two encounters are the same.
Attributes as Currency
Every stat point sacrificed and awarded determines your struggle to survive. Trade maximum constitution for a reduction in the demons’ power, hunt down the demon who slaughtered you to regain the attributes sacrificed on death, or pay for victory over a relentless boss with hard earned attribute points; sacrifice only what you can afford, martyr.
Who We Are
We are Griever Games, a new Indie game studio made up of 11 talented and passionate developers, with a variety of skill sets. Our ambition is to bring detailed and interesting worlds to life, while creating challenging experiences for players. Our current project, Forlorn Outcast, is in early development and we’re hoping you may join us.
Our current team composition:
- 3 programmers
- 3 3D Environment Artists
- 1 Character Artist
- 1 Animator
- 1 Marketer and Level Designer
- 1 Sound Designer
- 1 Fill
CURRENT PROGRESS
We know that finding a dedicated team can be difficult. So we would like to show our current logged hours since we began recording them in late September of 2019. (It doesn’t include pre-production in July and August)
Level 1 Current Progress Showcase:
The art team has been hard at work producing the farmland village, a small place in the world of Tilsa. There is still work to be done, and feedback to be applied, but this provides a good sense of the base quality we are hoping to achieve and continue to build off from moving forward. https://imgur.com/a/mfwERT4
What we are looking for:
Before jumping into the specifics of each role, we would like to cover some general points about the positions we have open: What we ask for:
- Competency in your given area: This is fairly self-explanatory, in that we expect people looking to join to have a decent level of knowledge in their specific area. For example, for 3D Environment Artists, you need to know the full pipeline (blockout, high poly, low poly, unwrapping, baking, texturing etc.) You should have all the foundational knowledge required for you to be able to come into the team and confidently dive into things. Not everyone knows everything, there’s simply too much information out there, so we’re not expecting experts, but do ensure you know enough to do the job.
- A solid level of commitment: We understand and appreciate that not everyone has 10s of hours per week to put into the project, every single week. However, this is a commercial and ambitious project; that requires time. This also isn’t a short term project. The planned release date is late Q1 of 2022. So similar to the previous point, ask yourself if you are definitely looking for a project of this scale, and you are in a position where it’s possible to commit a minimum of 8 hours per week.
- Be friendly (and even better, be excited!): Games are difficult and long processes, so getting along as a team is an important aspect. Simply put, we want people coming into the team to be decent people who enjoy collaborating and working with others. It’s difficult to force someone to be excited about a project, but it would be great if the project looks and sounds exciting to you, and it’s something you are genuinely looking forward to working on. If you’re excited, we’re excited, and that helps bolster the enjoyment for everyone.
What do we offer?
- A collaborative and live production environment, great for learning and developing as game developers: There’s so much to know and learn within any given area of game development, and we hope that Forlorn Outcast is a great opportunity for people to come into the team, and build upon their existing skills. By working as a team we learn from one another and help each other out. Feedback is a big part of refining all the various aspects of the project, and so it is a consistent theme throughout, creating plenty of opportunities to learn and improve.
- Putting your name to the game: As previously mentioned, Forlorn Outcast is a commercial product with a twenty thousand dollar budget and a dedicated team working on it. By joining the team and working alongside one another, you not only get to impact development and put your mark on the game, but you also have a commercial title under your belt. Expanding on this point, it’s also a great way to bolster your portfolio**.** As you develop in your specific area, and continue to learn and improve, we hope people will produce work and find opportunities to make contributions towards their portfolios.
- Rev Share: This isn’t anything massively unique, but we do offer revenue share as part of the contracts. Simply put, if the game makes money, you make money. By you joining the team, we hope your skills and contributions will improve the chances of the game being a success. On the topic of money, Forlorn Outcast does have a budget, so if you don’t already (Great if you do!) we can sort you out with the software and licenses required.
The Positions/Roles We Are Looking For: VFX ARTIST
We are looking for someone with experience using the Niagara system within Unreal Engine 4 to create a variety of visual effects within our game. The effects will range from environmental additions such as mist and fog, all the way to magical spells and interactions. Due to the variety of visual effects which may be required, a good understanding and competency using Niagara is most ideal. Our art style sits in a grey area between realism and stylised (It is shifted more towards stylised, but still within the ‘grey area’). This art style also needs to be matched through the visual effects. We don’t have many visual effects already developed within the correct style, so whilst we can provide art style documents and discuss anything which needs to be, finding the right look for the effects will be a process of iteration, and working back and forth with yourself and the team. This may go without saying, but I felt it was worth mentioning nonetheless.
Summary:
- Experience and competency using Niagara within Unreal Engine 4
- Experience creating VFX for games
- Experience and competency using the Unreal Engine material system to create moderate - complex materials
- The ability to work within an art style
- Able to work collaboratively within a team environment
- Able to contribute a minimum of 8 hours per week towards the project
If you’re interested in joining the team as a VFX artist, please get in contact via the contact given at the end of this post.
3D ENVIRONMENT ARTISTS (x2)
We are looking for 2 new 3D Environment Artists to join our art team working on Forlorn Outcast. As part of this role you will be creating a variety of assets to bring the world to life. These may vary from terrain materials, to small props, to buildings, even weapons. We currently have 3 3D Environment Artists and are looking to bring this up to 5. The world within Forlorn Outcast is big! So there is a lot of work involved, but it’s also an exciting project for environment artists, due to the variety of environments, the expansive fantasy world and the large amount of storytelling within the environments.
This was touched on previously, but I will reiterate that any Environment Artists looking to join are competent at the full 3D pipeline; you can take an asset from an idea/reference all the way to being in the engine, ready to use. There are also some software experience requirements. You ideally need experience using:
- Blender (if you personally own a commercial license for any other preferred 3D modelling package, you’re welcome to use that. If not, Blender is a requirement due to licensing)
- Zbrush (ZbrushCore is included in this)
- Substance Painter (Substance Designer isn’t absolutely necessary, but it is ideal and preferred!)
- Unreal Engine 4 (Import meshes and textures correctly and apply the appropriate materials. Any further experience is great!)
The above software’s are the main ones we use within our pipeline and so experience with these is required.
Our art style is a cross between realism and stylised, with a lean more towards stylised. We have documents and guidelines to introduce you to the art style, but any previous experience working within a predominantly stylised art style of sorts, would be a great benefit! It isn’t always absolutely necessary, but it does show that you are only a few steps away from getting our art style down.
The process for applying to join Griever Games:
- Drop a message or email to the contact(s) shown at the end of this post, explaining that you’re interested, what your role is, a portfolio, and a way of getting in contact (Discord username works best, if possible).
- The portfolio and method of contact will then be passed on and looked at.
- If you tick a lot of the boxes, many of which have been outlined in this post, then you may get a message.
- This message is an introduction to the art style and it also explains that you will need to complete a test asset.
A little bit about the test asset:
This will likely be explained in the message as well, but the purpose of the test asset is to primarily give you the opportunity to learn the art style and get experience with it. The test asset will involve you sharing your progress at each stage of the workflow, receiving feedback, and together we can hopefully continually iterate on the test asset, and get you working comfortably and confidently within the art style. I will also add that receiving the test asset task does not confirm that you will be able to join the team. There are a number of things which contribute towards whether you get into the team:
- How quickly and comfortably you pick up the art style. We understand people pick things up at different speeds, but if someone picks it up great within a week, and someone else takes 2+ weeks, I’m afraid we won’t wait around waiting for everyone to finish and compare. The goal of releasing the game takes priority.
- On a similar topic**, production speed does also play a factor**. As mentioned, the asset is an opportunity for us to work together for you to get to grips with the art style, so we want people to take their time in the process. However, there is a line to this. Working on a large ambitious project where others may often be relying on you for something; completing an asset a month (obviously dependent on the asset), but for a standard prop would not allow us to release the game until 2030.
- Availability will play a big part. If we receive 15 messages of people interested and all of them are working on test assets, there will be an element of first come first served. If possible, other factors will be prioritised above this, such as the overall Quality of the asset, but we can’t wait on everyone interested for months.
I just wanted to share an insight into the process, so people know what to expect, and can apply in a fairly well-informed state.
NARRATIVE DESIGNER
The final role we are looking for is a Narrative Designer. Forlorn Outcast is a single player game with a narrative experience throughout. We are developing a large dark fantasy world, and there are so many creative narrative opportunities to explore throughout the game, from the main story, to the smaller (but equally awesome) environmental stories we tell to enrich the world.
There is a lot of work to be done in this role, and the narrative is an important element to us, hence why we are looking to bring on narrative talent into the team.
Something we do want to emphasise is that we are looking for narrative design for all elements of the game. This includes:
- The main story the player will actually experience within the game
- Backstory and Lore to inform developers of the world they are bringing to life, and also enrich the experience for players interested in knowing more.
- Creating all the various diary entries, book pages and notes which can be discovered and read within the world.
- All the character narration from our main protagonist. The protagonist will interact with various locations, items, abilities, enemies etc. A lot of this will require voice lines.
We want to keep the requirements for this position fairly open, however we are aware that narrative is a broad area and writing for games can be a different experience. So for that reason, some form of experience with narrative for games is preferred and ideal; Not absolutely necessary though.
If you’re interested in joining the team as a Narrative Designer, please get in contact via the contact given at the end of this post.
We hope you enjoyed what we showcased in this post, and if you are at all interested in becoming a part of Griever Games, please feel free to get in contact via:
The Project Lead’s Discord ID - zstrife#1278
OR
Both methods of contact work fine.
Thank you very much for taking the time to read this!
Griever Games