**_____What we are looking for:**
* English speaking
* 2 years professional 3D modeling experience
**_____Our Current Team:**
-1 Artist -1 Modeler
-3 programmers -2 sound designers
-1 Animator -1 Rigger
Some of the team members have been working with each other for over 10 years on various projects.
You can see our website at: _
You can see our devlog here: _
**______Game Details:**
ChronoCraft is an MMO-RPG in Alpha release based around time travel, some of the technical features include:
* Distributed Architecture(allows for thousands of players on one map. All out war is possible as a result)
* Player Shops(Players can own them and hire for them)
* Player Economy(Nearly everything purchased was acquired by another player)
* Party System
* Instance-able event
* Multi-branching Quests(Accompanying quest making tool)
* Player housing(Own a house and alter the interior or buy one of the few farm lands & provide produce to the towns)
* Custom Animation system(modular design)
* Fast paced Range and Melee combat
* Player Restaurants(Be the chef, the waiter, host, etc or run the restaurant yourself. Similar to running a shop. Food mechanic encourages those roleplay moments)
* Enemies/monsters with different combat attributes throughout the timeline
* Projectile system
* Overarching story-line with reoccurring characters
* Etc. (Almost of all that above is either completed or mostly complete^)
**_____The Modeler role will be responsible for:**
* Creation of 3D character models
* Creation of 3D items/furniture/cosmetics
* UV unwrapping 3D models
* Character concepts and blueprints
My name is Kurt, Im the Project Lead and Owner of ChronoCraft. Id be happy to show you our workflow/tools/assets in real time and answer any questions you may have (pay, hiring process, work, scope, design, anything).
**_____On payment:**
This is a profit-split contractor position, so as the business grows, so too does your pay with no limit to what you can make. The pay structure is as follows:
**Currently:** Profit-split is evenly split amongst all the developers and owner. No one makes more or less than anyone else.
**Future:** We will be giving early devs equity and/or equivalent profit share based on tenure and performance.
At the moment, with ChronoCraft in Alpha-state so it doesnt pay enough to replace our day jobs and we expect it to be the same for new hires. However, we are growing and plan for that to change as we get more funding.
**_____Hours:**
We all do ChronoCraft part-time and work full-time day jobs. Usually about **14-22 hours** a week is enough to keep up with the pipeline. However, there is no required amount of hours as all way care about is the output.
Schedule is flexible. If you have a doctor's appointment on a day when you would normally do ChronoCraft work, then you just plan your Chrono work on a different day of the week. As long as there's no lost work, you don't need permission to design your schedule.
* Every **Saturdays 11amEST** we have an entire team meeting (Share personal life highlights and playtesting). Usually 1.5 - 2 hours (flexible length for different Devs).
* Optional join-able Work session chat on **Sundays 11amEST** (level building, playtesting, idea generation)
**_____Why work at ChronoCraft?**
_We have turned down 4 separate investors so that we can:_
* Increase the personal returns of each Dev
* Maintain the great work culture
* Align our incentives to our userbase
_We have increased each Dev's pay potential by:_
* Having our own distribution (30% cut saved from the likes of Steam, App Store, etc.)
* Aligning Dev pay to the profit of business
_We have a great work culture evidence by:_
* Multiple devs working together for up to 10 years
* Devs seeking to visit other Devs despite working remotely
* Growing volunteers from the userbase eager to assist the Devs
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