Gekido Design Group looking for experienced programmers

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gekido
Posts: 194
Joined: Mon Jul 04, 2005 9:50 pm
Location: Vancouver, BC, Canada
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Gekido Design Group looking for experienced programmers

Post by gekido » Sun Jul 10, 2005 8:45 am

This isn't specifically 'RF' related but...

The Gekido Design Group is currently looking for experienced programmers with OpenGL experience (ideally having shipped several commercial titles) for fulltime paid positions working on the Beyond Virtual engine.

There are several positions available, including:

Core Engine programmer - will be responsible for engine-specific tasks, adding new features and working directly on BV itself

Game Programmer - will be responsible for developing games & applications using the Beyond Virtual technology for multiple platforms.

We are looking for between 2 and 3 programmers to join the team in downtown Vancouver.

Candidates must live in Vancouver, British Columbia, Canada. Sorry, no remote positions are available currently, and we are not large enough to consider relocating people at this point.

If you are interested, please email your resume and some code samples to: jobs@gekidodesigns.com

Thanx
Mike Wuetherick
CEO / Producer
Gekido Design Group Inc
http://www.gekidodesigns.com

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With that said, once we get the Indie release out the door (i'm hoping for the end of summer), we may be looking for remote contract programmers to implement specific features built on the engine as well.

I'll keep the community posted about new positions (Art & Programming) as they become available.

Dru
Posts: 52
Joined: Wed Jul 13, 2005 12:52 pm
Location: St.neots, England

Post by Dru » Wed Jul 13, 2005 1:00 pm

In what language???

gekido
Posts: 194
Joined: Mon Jul 04, 2005 9:50 pm
Location: Vancouver, BC, Canada
Contact:

C / C++

Post by gekido » Sat Jul 16, 2005 9:35 am

Beyond Virtual and all of our current game projects are being developed in cross-platform c & c++

Currently we have 3 PC prototypes under development (PC for the time being, they will be ported to other platforms later in their development).

The mobile titles (celphone) that we have in development are straight C (using Brew & the 'Beyond Virtual Mobile' 3d engine that we've developed.

Dru
Posts: 52
Joined: Wed Jul 13, 2005 12:52 pm
Location: St.neots, England

Post by Dru » Thu Sep 15, 2005 1:31 pm

i would love to, but i dont live in canada.just one more question, is it in OpenGL or DirectX?

gekido
Posts: 194
Joined: Mon Jul 04, 2005 9:50 pm
Location: Vancouver, BC, Canada
Contact:

Platform Agnostic

Post by gekido » Mon Sep 26, 2005 12:55 am

Beyond Virtual is developed to be completely platform & renderer agnostic.

This means that we are developing projects for a number of platforms, from Celphone to Console & everything in-between.

For PC (windows, mac, linux) development, the engine has an OpenGL renderer. There are also fallback DirectX & software renderers as well as a Ray Tracer if you wish to use them.

Our primary development is on the OpenGL renderer - all ongoing development is focusing on enhancing the OpenGL renderer.

With that said, the programmers that we are looking for are for using the engine with on-going projects (of which there are several and more coming down the pipe) - the majority of the time you do not need to know or care which renderer is being used, you are simply implementing game or project-specific features using the engine, which primarily involves implementing new scripting features for the designers & artists to use.

OpenGL experience is prefered, but not required. We have a team of engine-specific developers that are working on the engine & tools, we are looking for programmers with gameplay programming experience to help create games with the engine.

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